--- /dev/null
- init_file_paths(libpath, libpath, basepath);
+/**
+ * \file main-cocoa.m
+ * \brief OS X front end
+ *
+ * Copyright (c) 2011 Peter Ammon
+ *
+ * This work is free software; you can redistribute it and/or modify it
+ * under the terms of either:
+ *
+ * a) the GNU General Public License as published by the Free Software
+ * Foundation, version 2, or
+ *
+ * b) the "Angband licence":
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
+ */
+
+#include "angband.h"
+/* This is not included in angband.h in Hengband. */
+#include "grafmode.h"
+
+#if defined(MACH_O_COCOA)
+
+/* Mac headers */
+#include <Cocoa/Cocoa.h>
+//#include <Carbon/Carbon.h> /* For keycodes */
+/* Hack - keycodes to enable compiling in macOS 10.14 */
+#define kVK_Return 0x24
+#define kVK_Tab 0x30
+#define kVK_Delete 0x33
+#define kVK_Escape 0x35
+#define kVK_ANSI_KeypadEnter 0x4C
+
+static NSString * const AngbandDirectoryNameLib = @"lib";
+static NSString * const AngbandDirectoryNameBase = @"Hengband";
+
+static NSString * const AngbandMessageCatalog = @"Localizable";
+static NSString * const AngbandTerminalsDefaultsKey = @"Terminals";
+static NSString * const AngbandTerminalRowsDefaultsKey = @"Rows";
+static NSString * const AngbandTerminalColumnsDefaultsKey = @"Columns";
+static NSString * const AngbandTerminalVisibleDefaultsKey = @"Visible";
+static NSString * const AngbandGraphicsDefaultsKey = @"GraphicsID";
+static NSString * const AngbandFrameRateDefaultsKey = @"FramesPerSecond";
+static NSString * const AngbandSoundDefaultsKey = @"AllowSound";
+static NSInteger const AngbandWindowMenuItemTagBase = 1000;
+static NSInteger const AngbandCommandMenuItemTagBase = 2000;
+
+/* We can blit to a large layer or image and then scale it down during live
+ * resize, which makes resizing much faster, at the cost of some image quality
+ * during resizing */
+#ifndef USE_LIVE_RESIZE_CACHE
+# define USE_LIVE_RESIZE_CACHE 1
+#endif
+
+/* Global defines etc from Angband 3.5-dev - NRM */
+#define ANGBAND_TERM_MAX 8
+
+static bool new_game = TRUE;
+
+#define MAX_COLORS 256
+#define MSG_MAX SOUND_MAX
+
+/* End Angband stuff - NRM */
+
+/* Application defined event numbers */
+enum
+{
+ AngbandEventWakeup = 1
+};
+
+/* Redeclare some 10.7 constants and methods so we can build on 10.6 */
+enum
+{
+ Angband_NSWindowCollectionBehaviorFullScreenPrimary = 1 << 7,
+ Angband_NSWindowCollectionBehaviorFullScreenAuxiliary = 1 << 8
+};
+
+@interface NSWindow (AngbandLionRedeclares)
+- (void)setRestorable:(BOOL)flag;
+@end
+
+/* Delay handling of pre-emptive "quit" event */
+static BOOL quit_when_ready = FALSE;
+
+/* Set to indicate the game is over and we can quit without delay */
+static Boolean game_is_finished = FALSE;
+
+/* Our frames per second (e.g. 60). A value of 0 means unthrottled. */
+static int frames_per_second;
+
+/* Function to get the default font */
+static NSFont *default_font;
+
+@class AngbandView;
+
+/*
+ * To handle fonts where an individual glyph's bounding box can extend into
+ * neighboring columns, Term_curs_cocoa(), Term_pict_cocoa(),
+ * Term_text_cocoa(), and Term_wipe_cocoa() merely record what needs to be
+ * done with the actual drawing happening in response to the notification to
+ * flush all rows, the TERM_XTRA_FRESH case in Term_xtra_cocoa(). Can not use
+ * the TERM_XTRA_FROSH notification (the per-row flush), since with a software
+ * cursor, there are calls to Term_pict_cocoa(), Term_text_cocoa(), or
+ * Term_wipe_cocoa() to take care of the old cursor position which are not
+ * followed by a row flush.
+ */
+enum PendingCellChangeType {
+ CELL_CHANGE_NONE = 0,
+ CELL_CHANGE_WIPE,
+ CELL_CHANGE_TEXT,
+ CELL_CHANGE_PICT
+};
+struct PendingCellChange {
+ /*
+ * For text rendering, stores the character as a wchar_t; for tile
+ * rendering, stores the column in the tile set for the source tile.
+ */
+ union { wchar_t w; char c; } c;
+ /*
+ * For text rendering, stores the color; for tile rendering, stores the
+ * row in the tile set for the source tile.
+ */
+ TERM_COLOR a;
+ /*
+ * For text rendering, is one if wc is a character that takes up two
+ * columns (i.e. Japanese kanji); otherwise it is zero. For tile
+ * rendering, Stores the column in the tile set for the terrain tile. */
+ char tcol;
+ /*
+ * For tile rendering, stores the row in the tile set for the
+ * terrain tile.
+ */
+ TERM_COLOR trow;
+ enum PendingCellChangeType change_type;
+};
+
+struct PendingRowChange
+{
+ /*
+ * These are the first and last columns, inclusive, that have been
+ * modified. xmin is greater than xmax if no changes have been made.
+ */
+ int xmin, xmax;
+ /*
+ * This points to storage for a number of elements equal to the number
+ * of columns (implicitly gotten from the enclosing AngbandContext).
+ */
+ struct PendingCellChange* cell_changes;
+};
+
+static struct PendingRowChange* create_row_change(int ncol)
+{
+ struct PendingRowChange* prc =
+ (struct PendingRowChange*) malloc(sizeof(struct PendingRowChange));
+ struct PendingCellChange* pcc = (struct PendingCellChange*)
+ malloc(ncol * sizeof(struct PendingCellChange));
+ int i;
+
+ if (prc == 0 || pcc == 0) {
+ if (pcc != 0) {
+ free(pcc);
+ }
+ if (prc != 0) {
+ free(prc);
+ }
+ return 0;
+ }
+
+ prc->xmin = ncol;
+ prc->xmax = -1;
+ prc->cell_changes = pcc;
+ for (i = 0; i < ncol; ++i) {
+ pcc[i].change_type = CELL_CHANGE_NONE;
+ }
+ return prc;
+}
+
+
+static void destroy_row_change(struct PendingRowChange* prc)
+{
+ if (prc != 0) {
+ if (prc->cell_changes != 0) {
+ free(prc->cell_changes);
+ }
+ free(prc);
+ }
+}
+
+
+struct PendingChanges
+{
+ /* Hold the number of rows specified at creation. */
+ int nrow;
+ /*
+ * Hold the position set for the software cursor. Use negative indices
+ * to indicate that the cursor is not displayed.
+ */
+ int xcurs, ycurs;
+ /* Is nonzero if the cursor should be drawn at double the tile width. */
+ int bigcurs;
+ /* Record whether the changes include any text, picts, or wipes. */
+ int has_text, has_pict, has_wipe;
+ /*
+ * These are the first and last rows, inclusive, that have been
+ * modified. ymin is greater than ymax if no changes have been made.
+ */
+ int ymin, ymax;
+ /*
+ * This is an array of pointers to the changes. The number of elements
+ * is the number of rows. An element will be a NULL pointer if no
+ * modifications have been made to the row.
+ */
+ struct PendingRowChange** rows;
+};
+
+
+static struct PendingChanges* create_pending_changes(int ncol, int nrow)
+{
+ struct PendingChanges* pc =
+ (struct PendingChanges*) malloc(sizeof(struct PendingChanges));
+ struct PendingRowChange** pprc = (struct PendingRowChange**)
+ malloc(nrow * sizeof(struct PendingRowChange*));
+ int i;
+
+ if (pc == 0 || pprc == 0) {
+ if (pprc != 0) {
+ free(pprc);
+ }
+ if (pc != 0) {
+ free(pc);
+ }
+ return 0;
+ }
+
+ pc->nrow = nrow;
+ pc->xcurs = -1;
+ pc->ycurs = -1;
+ pc->bigcurs = 0;
+ pc->has_text = 0;
+ pc->has_pict = 0;
+ pc->has_wipe = 0;
+ pc->ymin = nrow;
+ pc->ymax = -1;
+ pc->rows = pprc;
+ for (i = 0; i < nrow; ++i) {
+ pprc[i] = 0;
+ }
+ return pc;
+}
+
+
+static void destroy_pending_changes(struct PendingChanges* pc)
+{
+ if (pc != 0) {
+ if (pc->rows != 0) {
+ int i;
+
+ for (i = 0; i < pc->nrow; ++i) {
+ if (pc->rows[i] != 0) {
+ destroy_row_change(pc->rows[i]);
+ }
+ }
+ free(pc->rows);
+ }
+ free(pc);
+ }
+}
+
+
+static void clear_pending_changes(struct PendingChanges* pc)
+{
+ pc->xcurs = -1;
+ pc->ycurs = -1;
+ pc->bigcurs = 0;
+ pc->has_text = 0;
+ pc->has_pict = 0;
+ pc->has_wipe = 0;
+ pc->ymin = pc->nrow;
+ pc->ymax = -1;
+ if (pc->rows != 0) {
+ int i;
+
+ for (i = 0; i < pc->nrow; ++i) {
+ if (pc->rows[i] != 0) {
+ destroy_row_change(pc->rows[i]);
+ pc->rows[i] = 0;
+ }
+ }
+ }
+}
+
+
+/* Return zero if successful; otherwise return a nonzero value. */
+static int resize_pending_changes(struct PendingChanges* pc, int nrow)
+{
+ struct PendingRowChange** pprc;
+ int i;
+
+ if (pc == 0) {
+ return 1;
+ }
+
+ pprc = (struct PendingRowChange**)
+ malloc(nrow * sizeof(struct PendingRowChange*));
+ if (pprc == 0) {
+ return 1;
+ }
+ for (i = 0; i < nrow; ++i) {
+ pprc[i] = 0;
+ }
+
+ if (pc->rows != 0) {
+ for (i = 0; i < pc->nrow; ++i) {
+ if (pc->rows[i] != 0) {
+ destroy_row_change(pc->rows[i]);
+ }
+ }
+ free(pc->rows);
+ }
+ pc->nrow = nrow;
+ pc->xcurs = -1;
+ pc->ycurs = -1;
+ pc->bigcurs = 0;
+ pc->has_text = 0;
+ pc->has_pict = 0;
+ pc->has_wipe = 0;
+ pc->ymin = nrow;
+ pc->ymax = -1;
+ pc->rows = pprc;
+ return 0;
+}
+
+
+/* The max number of glyphs we support. Currently this only affects
+ * updateGlyphInfo() for the calculation of the tile size, fontAscender,
+ * fontDescender, ncol_pre, and ncol_post (the glyphArray and glyphWidths
+ * members of AngbandContext are only used in updateGlyphInfo()). The
+ * rendering in drawWChar will work for glyphs not in updateGlyphInfo()'s
+ * set, and that is used for rendering Japanese characters.
+ */
+#define GLYPH_COUNT 256
+
+/* An AngbandContext represents a logical Term (i.e. what Angband thinks is
+ * a window). This typically maps to one NSView, but may map to more than one
+ * NSView (e.g. the Test and real screen saver view). */
+@interface AngbandContext : NSObject <NSWindowDelegate>
+{
+@public
+
+ /* The Angband term */
+ term *terminal;
+
+ /* Column and row cont, by default 80 x 24 */
+ size_t cols;
+ size_t rows;
+
+ /* The size of the border between the window edge and the contents */
+ NSSize borderSize;
+
+ /* Our array of views */
+ NSMutableArray *angbandViews;
+
+ /* The buffered image */
+ CGLayerRef angbandLayer;
+
+ /* The font of this context */
+ NSFont *angbandViewFont;
+
+ /* If this context owns a window, here it is */
+ NSWindow *primaryWindow;
+
+ /* "Glyph info": an array of the CGGlyphs and their widths corresponding to
+ * the above font. */
+ CGGlyph glyphArray[GLYPH_COUNT];
+ CGFloat glyphWidths[GLYPH_COUNT];
+
+ /* The size of one tile */
+ NSSize tileSize;
+
+ /* Font's ascender and descender */
+ CGFloat fontAscender, fontDescender;
+
+ /* Whether we are currently in live resize, which affects how big we render
+ * our image */
+ int inLiveResize;
+
+ /* Last time we drew, so we can throttle drawing */
+ CFAbsoluteTime lastRefreshTime;
+
+ struct PendingChanges* changes;
+ /*
+ * These are the number of columns before or after, respectively, a text
+ * change that may need to be redrawn.
+ */
+ int ncol_pre, ncol_post;
+
+ /* Flags whether or not a fullscreen transition is in progress. */
+ BOOL in_fullscreen_transition;
+
+@private
+
+ BOOL _hasSubwindowFlags;
+ BOOL _windowVisibilityChecked;
+}
+
+@property (nonatomic, assign) BOOL hasSubwindowFlags;
+@property (nonatomic, assign) BOOL windowVisibilityChecked;
+
+- (void)drawRect:(NSRect)rect inView:(NSView *)view;
+
+/* Called at initialization to set the term */
+- (void)setTerm:(term *)t;
+
+/* Called when the context is going down. */
+- (void)dispose;
+
+/* Returns the size of the image. */
+- (NSSize)imageSize;
+
+/* Return the rect for a tile at given coordinates. */
+- (NSRect)rectInImageForTileAtX:(int)x Y:(int)y;
+
+/* Draw the given wide character into the given tile rect. */
+- (void)drawWChar:(wchar_t)wchar inRect:(NSRect)tile context:(CGContextRef)ctx;
+
+/* Locks focus on the Angband image, and scales the CTM appropriately. */
+- (CGContextRef)lockFocus;
+
+/* Locks focus on the Angband image but does NOT scale the CTM. Appropriate
+ * for drawing hairlines. */
+- (CGContextRef)lockFocusUnscaled;
+
+/* Unlocks focus. */
+- (void)unlockFocus;
+
+/* Returns the primary window for this angband context, creating it if
+ * necessary */
+- (NSWindow *)makePrimaryWindow;
+
+/* Called to add a new Angband view */
+- (void)addAngbandView:(AngbandView *)view;
+
+/* Make the context aware that one of its views changed size */
+- (void)angbandViewDidScale:(AngbandView *)view;
+
+/* Handle becoming the main window */
+- (void)windowDidBecomeMain:(NSNotification *)notification;
+
+/* Return whether the context's primary window is ordered in or not */
+- (BOOL)isOrderedIn;
+
+/* Return whether the context's primary window is key */
+- (BOOL)isMainWindow;
+
+/* Invalidate the whole image */
+- (void)setNeedsDisplay:(BOOL)val;
+
+/* Invalidate part of the image, with the rect expressed in base coordinates */
+- (void)setNeedsDisplayInBaseRect:(NSRect)rect;
+
+/* Display (flush) our Angband views */
+- (void)displayIfNeeded;
+
+/* Resize context to size of contentRect, and optionally save size to
+ * defaults */
+- (void)resizeTerminalWithContentRect: (NSRect)contentRect saveToDefaults: (BOOL)saveToDefaults;
+
+/*
+ * Change the minimum size for the window associated with the context.
+ * If termIdx is not negative, use it as the terminal index (that is useful
+ * if self->terminal has not been set yet). Otherwise, [self terminalIndex]
+ * will be used as the index.
+ */
+- (void)setMinimumWindowSize:(int)termIdx;
+
+/* Called from the view to indicate that it is starting or ending live resize */
+- (void)viewWillStartLiveResize:(AngbandView *)view;
+- (void)viewDidEndLiveResize:(AngbandView *)view;
+- (void)saveWindowVisibleToDefaults: (BOOL)windowVisible;
+- (BOOL)windowVisibleUsingDefaults;
+
+/* Class methods */
+
+/* Begins an Angband game. This is the entry point for starting off. */
++ (void)beginGame;
+
+/* Ends an Angband game. */
++ (void)endGame;
+
+/* Internal method */
+- (AngbandView *)activeView;
+
+@end
+
+/**
+ * Generate a mask for the subwindow flags. The mask is just a safety check to
+ * make sure that our windows show and hide as expected. This function allows
+ * for future changes to the set of flags without needed to update it here
+ * (unless the underlying types change).
+ */
+u32b AngbandMaskForValidSubwindowFlags(void)
+{
+ int windowFlagBits = sizeof(*(window_flag)) * CHAR_BIT;
+ int maxBits = MIN( 16, windowFlagBits );
+ u32b mask = 0;
+
+ for( int i = 0; i < maxBits; i++ )
+ {
+ if( window_flag_desc[i] != NULL )
+ {
+ mask |= (1 << i);
+ }
+ }
+
+ return mask;
+}
+
+/**
+ * Check for changes in the subwindow flags and update window visibility.
+ * This seems to be called for every user event, so we don't
+ * want to do any unnecessary hiding or showing of windows.
+ */
+static void AngbandUpdateWindowVisibility(void)
+{
+ /* Because this function is called frequently, we'll make the mask static.
+ * It doesn't change between calls, as the flags themselves are hardcoded */
+ static u32b validWindowFlagsMask = 0;
+
+ if( validWindowFlagsMask == 0 )
+ {
+ validWindowFlagsMask = AngbandMaskForValidSubwindowFlags();
+ }
+
+ /* Loop through all of the subwindows and see if there is a change in the
+ * flags. If so, show or hide the corresponding window. We don't care about
+ * the flags themselves; we just want to know if any are set. */
+ for( int i = 1; i < ANGBAND_TERM_MAX; i++ )
+ {
+ AngbandContext *angbandContext = angband_term[i]->data;
+
+ if( angbandContext == nil )
+ {
+ continue;
+ }
+
+ /* This horrible mess of flags is so that we can try to maintain some
+ * user visibility preference. This should allow the user a window and
+ * have it stay closed between application launches. However, this
+ * means that when a subwindow is turned on, it will no longer appear
+ * automatically. Angband has no concept of user control over window
+ * visibility, other than the subwindow flags. */
+ if( !angbandContext.windowVisibilityChecked )
+ {
+ if( [angbandContext windowVisibleUsingDefaults] )
+ {
+ [angbandContext->primaryWindow orderFront: nil];
+ angbandContext.windowVisibilityChecked = YES;
+ }
+ else
+ {
+ [angbandContext->primaryWindow close];
+ angbandContext.windowVisibilityChecked = NO;
+ }
+ }
+ else
+ {
+ BOOL termHasSubwindowFlags = ((window_flag[i] & validWindowFlagsMask) > 0);
+
+ if( angbandContext.hasSubwindowFlags && !termHasSubwindowFlags )
+ {
+ [angbandContext->primaryWindow close];
+ angbandContext.hasSubwindowFlags = NO;
+ [angbandContext saveWindowVisibleToDefaults: NO];
+ }
+ else if( !angbandContext.hasSubwindowFlags && termHasSubwindowFlags )
+ {
+ [angbandContext->primaryWindow orderFront: nil];
+ angbandContext.hasSubwindowFlags = YES;
+ [angbandContext saveWindowVisibleToDefaults: YES];
+ }
+ }
+ }
+
+ /* Make the main window key so that user events go to the right spot */
+ AngbandContext *mainWindow = angband_term[0]->data;
+ [mainWindow->primaryWindow makeKeyAndOrderFront: nil];
+}
+
+/**
+ * ------------------------------------------------------------------------
+ * Graphics support
+ * ------------------------------------------------------------------------ */
+
+/**
+ * The tile image
+ */
+static CGImageRef pict_image;
+
+/**
+ * Numbers of rows and columns in a tileset,
+ * calculated by the PICT/PNG loading code
+ */
+static int pict_cols = 0;
+static int pict_rows = 0;
+
+/**
+ * Requested graphics mode (as a grafID).
+ * The current mode is stored in current_graphics_mode.
+ */
+static int graf_mode_req = 0;
+
+/**
+ * Helper function to check the various ways that graphics can be enabled,
+ * guarding against NULL
+ */
+static BOOL graphics_are_enabled(void)
+{
+ return current_graphics_mode
+ && current_graphics_mode->grafID != GRAPHICS_NONE;
+}
+
+/**
+ * Hack -- game in progress
+ */
+static Boolean game_in_progress = FALSE;
+
+
+#pragma mark Prototypes
+static void wakeup_event_loop(void);
+static void hook_plog(const char *str);
+static void hook_quit(const char * str);
+static void load_prefs(void);
+static void load_sounds(void);
+static void init_windows(void);
+static void handle_open_when_ready(void);
+static void play_sound(int event);
+static BOOL check_events(int wait);
+static BOOL send_event(NSEvent *event);
+static void record_current_savefile(void);
+#ifdef JP
+static wchar_t convert_two_byte_eucjp_to_utf16_native(const char *cp);
+#endif
+
+/**
+ * Available values for 'wait'
+ */
+#define CHECK_EVENTS_DRAIN -1
+#define CHECK_EVENTS_NO_WAIT 0
+#define CHECK_EVENTS_WAIT 1
+
+
+/**
+ * Note when "open"/"new" become valid
+ */
+static bool initialized = FALSE;
+
+/* Methods for getting the appropriate NSUserDefaults */
+@interface NSUserDefaults (AngbandDefaults)
++ (NSUserDefaults *)angbandDefaults;
+@end
+
+@implementation NSUserDefaults (AngbandDefaults)
++ (NSUserDefaults *)angbandDefaults
+{
+ return [NSUserDefaults standardUserDefaults];
+}
+@end
+
+/* Methods for pulling images out of the Angband bundle (which may be separate
+ * from the current bundle in the case of a screensaver */
+@interface NSImage (AngbandImages)
++ (NSImage *)angbandImage:(NSString *)name;
+@end
+
+/* The NSView subclass that draws our Angband image */
+@interface AngbandView : NSView
+{
+ IBOutlet AngbandContext *angbandContext;
+}
+
+- (void)setAngbandContext:(AngbandContext *)context;
+- (AngbandContext *)angbandContext;
+
+@end
+
+@implementation NSImage (AngbandImages)
+
+/* Returns an image in the resource directoy of the bundle containing the
+ * Angband view class. */
++ (NSImage *)angbandImage:(NSString *)name
+{
+ NSBundle *bundle = [NSBundle bundleForClass:[AngbandView class]];
+ NSString *path = [bundle pathForImageResource:name];
+ NSImage *result;
+ if (path) result = [[[NSImage alloc] initByReferencingFile:path] autorelease];
+ else result = nil;
+ return result;
+}
+
+@end
+
+
+@implementation AngbandContext
+
+@synthesize hasSubwindowFlags=_hasSubwindowFlags;
+@synthesize windowVisibilityChecked=_windowVisibilityChecked;
+
+- (NSFont *)selectionFont
+{
+ return angbandViewFont;
+}
+
+- (BOOL)useLiveResizeOptimization
+{
+ /* If we have graphics turned off, text rendering is fast enough that we
+ * don't need to use a live resize optimization. */
+ return inLiveResize && graphics_are_enabled();
+}
+
+- (NSSize)baseSize
+{
+ /* We round the base size down. If we round it up, I believe we may end up
+ * with pixels that nobody "owns" that may accumulate garbage. In general
+ * rounding down is harmless, because any lost pixels may be sopped up by
+ * the border. */
+ return NSMakeSize(floor(cols * tileSize.width + 2 * borderSize.width), floor(rows * tileSize.height + 2 * borderSize.height));
+}
+
+/* qsort-compatible compare function for CGSizes */
+static int compare_advances(const void *ap, const void *bp)
+{
+ const CGSize *a = ap, *b = bp;
+ return (a->width > b->width) - (a->width < b->width);
+}
+
+- (void)updateGlyphInfo
+{
+ /* Update glyphArray and glyphWidths */
+ NSFont *screenFont = [angbandViewFont screenFont];
+
+ /* Generate a string containing each MacRoman character */
+ unsigned char latinString[GLYPH_COUNT];
+ size_t i;
+ for (i=0; i < GLYPH_COUNT; i++) latinString[i] = (unsigned char)i;
+
+ /* Turn that into unichar. Angband uses ISO Latin 1. */
+ unichar unicharString[GLYPH_COUNT] = {0};
+ NSString *allCharsString = [[NSString alloc] initWithBytes:latinString length:sizeof latinString encoding:NSISOLatin1StringEncoding];
+ [allCharsString getCharacters:unicharString range:NSMakeRange(0, MIN(GLYPH_COUNT, [allCharsString length]))];
+ [allCharsString autorelease];
+
+ /* Get glyphs */
+ memset(glyphArray, 0, sizeof glyphArray);
+ CTFontGetGlyphsForCharacters((CTFontRef)screenFont, unicharString, glyphArray, GLYPH_COUNT);
+
+ /* Get advances. Record the max advance. */
+ CGSize advances[GLYPH_COUNT] = {};
+ CTFontGetAdvancesForGlyphs((CTFontRef)screenFont, kCTFontHorizontalOrientation, glyphArray, advances, GLYPH_COUNT);
+ for (i=0; i < GLYPH_COUNT; i++) {
+ glyphWidths[i] = advances[i].width;
+ }
+
+ /* For good non-mono-font support, use the median advance. Start by sorting
+ * all advances. */
+ qsort(advances, GLYPH_COUNT, sizeof *advances, compare_advances);
+
+ /* Skip over any initially empty run */
+ size_t startIdx;
+ for (startIdx = 0; startIdx < GLYPH_COUNT; startIdx++)
+ {
+ if (advances[startIdx].width > 0) break;
+ }
+
+ /* Pick the center to find the median */
+ CGFloat medianAdvance = 0;
+ if (startIdx < GLYPH_COUNT)
+ {
+ /* In case we have all zero advances for some reason */
+ medianAdvance = advances[(startIdx + GLYPH_COUNT)/2].width;
+ }
+
+ /*
+ * Record the ascender and descender. Some fonts, for instance DIN
+ * Condensed and Rockwell in 10.14, the ascent on '@' exceeds that
+ * reported by [screenFont ascender]. Get the overall bounding box
+ * for the glyphs and use that instead of the ascender and descender
+ * values if the bounding box result extends farther from the baseline.
+ */
+ CGRect bounds = CTFontGetBoundingRectsForGlyphs((CTFontRef) screenFont, kCTFontHorizontalOrientation, glyphArray, NULL, GLYPH_COUNT);
+ fontAscender = [screenFont ascender];
+ if (fontAscender < bounds.origin.y + bounds.size.height) {
+ fontAscender = bounds.origin.y + bounds.size.height;
+ }
+ fontDescender = [screenFont descender];
+ if (fontDescender > bounds.origin.y) {
+ fontDescender = bounds.origin.y;
+ }
+
+ /*
+ * Record the tile size. Round both values up to have tile boundaries
+ * match pixel boundaries.
+ */
+ tileSize.width = ceil(medianAdvance);
+ tileSize.height = ceil(fontAscender - fontDescender);
+
+ /*
+ * Determine whether neighboring columns need to redrawn when a character
+ * changes.
+ */
+ CGRect boxes[GLYPH_COUNT] = {};
+ CGFloat beyond_right = 0.;
+ CGFloat beyond_left = 0.;
+ CTFontGetBoundingRectsForGlyphs(
+ (CTFontRef)screenFont,
+ kCTFontHorizontalOrientation,
+ glyphArray,
+ boxes,
+ GLYPH_COUNT);
+ for (i = 0; i < GLYPH_COUNT; i++) {
+ /* Account for the compression and offset used by drawWChar(). */
+ CGFloat compression, offset;
+ CGFloat v;
+
+ if (glyphWidths[i] <= tileSize.width) {
+ compression = 1.;
+ offset = 0.5 * (tileSize.width - glyphWidths[i]);
+ } else {
+ compression = tileSize.width / glyphWidths[i];
+ offset = 0.;
+ }
+ v = (offset + boxes[i].origin.x) * compression;
+ if (beyond_left > v) {
+ beyond_left = v;
+ }
+ v = (offset + boxes[i].origin.x + boxes[i].size.width) * compression;
+ if (beyond_right < v) {
+ beyond_right = v;
+ }
+ }
+ ncol_pre = ceil(-beyond_left / tileSize.width);
+ if (beyond_right > tileSize.width) {
+ ncol_post = ceil((beyond_right - tileSize.width) / tileSize.width);
+ } else {
+ ncol_post = 0;
+ }
+}
+
+- (void)updateImage
+{
+ NSSize size = NSMakeSize(1, 1);
+
+ AngbandView *activeView = [self activeView];
+ if (activeView)
+ {
+ /* If we are in live resize, draw as big as the screen, so we can scale
+ * nicely to any size. If we are not in live resize, then use the
+ * bounds of the active view. */
+ NSScreen *screen;
+ if ([self useLiveResizeOptimization] && (screen = [[activeView window] screen]) != NULL)
+ {
+ size = [screen frame].size;
+ }
+ else
+ {
+ size = [activeView bounds].size;
+ }
+ }
+
+ CGLayerRelease(angbandLayer);
+
+ /* Use the highest monitor scale factor on the system to work out what
+ * scale to draw at - not the recommended method, but works where we
+ * can't easily get the monitor the current draw is occurring on. */
+ float angbandLayerScale = 1.0;
+ if ([[NSScreen mainScreen] respondsToSelector:@selector(backingScaleFactor)]) {
+ for (NSScreen *screen in [NSScreen screens]) {
+ angbandLayerScale = fmax(angbandLayerScale, [screen backingScaleFactor]);
+ }
+ }
+
+ /* Make a bitmap context as an example for our layer */
+ CGColorSpaceRef cs = CGColorSpaceCreateDeviceRGB();
+ CGContextRef exampleCtx = CGBitmapContextCreate(NULL, 1, 1, 8 /* bits per component */, 48 /* bytesPerRow */, cs, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host);
+ CGColorSpaceRelease(cs);
+
+ /* Create the layer at the appropriate size */
+ size.width = fmax(1, ceil(size.width * angbandLayerScale));
+ size.height = fmax(1, ceil(size.height * angbandLayerScale));
+ angbandLayer = CGLayerCreateWithContext(exampleCtx, *(CGSize *)&size, NULL);
+
+ CFRelease(exampleCtx);
+
+ /* Set the new context of the layer to draw at the correct scale */
+ CGContextRef ctx = CGLayerGetContext(angbandLayer);
+ CGContextScaleCTM(ctx, angbandLayerScale, angbandLayerScale);
+
+ [self lockFocus];
+ [[NSColor blackColor] set];
+ NSRectFill((NSRect){NSZeroPoint, [self baseSize]});
+ [self unlockFocus];
+}
+
+- (void)requestRedraw
+{
+ if (! self->terminal) return;
+
+ term *old = Term;
+
+ /* Activate the term */
+ Term_activate(self->terminal);
+
+ /* Redraw the contents */
+ Term_redraw();
+
+ /* Flush the output */
+ Term_fresh();
+
+ /* Restore the old term */
+ Term_activate(old);
+}
+
+- (void)setTerm:(term *)t
+{
+ terminal = t;
+}
+
+- (void)viewWillStartLiveResize:(AngbandView *)view
+{
+#if USE_LIVE_RESIZE_CACHE
+ if (inLiveResize < INT_MAX) inLiveResize++;
+ else [NSException raise:NSInternalInconsistencyException format:@"inLiveResize overflow"];
+
+ if (inLiveResize == 1 && graphics_are_enabled())
+ {
+ [self updateImage];
+
+ [self setNeedsDisplay:YES]; /* We'll need to redisplay everything anyways, so avoid creating all those little redisplay rects */
+ [self requestRedraw];
+ }
+#endif
+}
+
+- (void)viewDidEndLiveResize:(AngbandView *)view
+{
+#if USE_LIVE_RESIZE_CACHE
+ if (inLiveResize > 0) inLiveResize--;
+ else [NSException raise:NSInternalInconsistencyException format:@"inLiveResize underflow"];
+
+ if (inLiveResize == 0 && graphics_are_enabled())
+ {
+ [self updateImage];
+
+ [self setNeedsDisplay:YES]; /* We'll need to redisplay everything anyways, so avoid creating all those little redisplay rects */
+ [self requestRedraw];
+ }
+#endif
+}
+
+/**
+ * If we're trying to limit ourselves to a certain number of frames per second,
+ * then compute how long it's been since we last drew, and then wait until the
+ * next frame has passed. */
+- (void)throttle
+{
+ if (frames_per_second > 0)
+ {
+ CFAbsoluteTime now = CFAbsoluteTimeGetCurrent();
+ CFTimeInterval timeSinceLastRefresh = now - lastRefreshTime;
+ CFTimeInterval timeUntilNextRefresh = (1. / (double)frames_per_second) - timeSinceLastRefresh;
+
+ if (timeUntilNextRefresh > 0)
+ {
+ usleep((unsigned long)(timeUntilNextRefresh * 1000000.));
+ }
+ }
+ lastRefreshTime = CFAbsoluteTimeGetCurrent();
+}
+
+- (void)drawWChar:(wchar_t)wchar inRect:(NSRect)tile context:(CGContextRef)ctx
+{
+ CGFloat tileOffsetY = fontAscender;
+ CGFloat tileOffsetX = 0.0;
+ NSFont *screenFont = [angbandViewFont screenFont];
+ UniChar unicharString[2] = {(UniChar)wchar, 0};
+
+ /* Get glyph and advance */
+ CGGlyph thisGlyphArray[1] = { 0 };
+ CGSize advances[1] = { { 0, 0 } };
+ CTFontGetGlyphsForCharacters((CTFontRef)screenFont, unicharString, thisGlyphArray, 1);
+ CGGlyph glyph = thisGlyphArray[0];
+ CTFontGetAdvancesForGlyphs((CTFontRef)screenFont, kCTFontHorizontalOrientation, thisGlyphArray, advances, 1);
+ CGSize advance = advances[0];
+
+ /* If our font is not monospaced, our tile width is deliberately not big
+ * enough for every character. In that event, if our glyph is too wide, we
+ * need to compress it horizontally. Compute the compression ratio.
+ * 1.0 means no compression. */
+ double compressionRatio;
+ if (advance.width <= NSWidth(tile))
+ {
+ /* Our glyph fits, so we can just draw it, possibly with an offset */
+ compressionRatio = 1.0;
+ tileOffsetX = (NSWidth(tile) - advance.width)/2;
+ }
+ else
+ {
+ /* Our glyph doesn't fit, so we'll have to compress it */
+ compressionRatio = NSWidth(tile) / advance.width;
+ tileOffsetX = 0;
+ }
+
+
+ /* Now draw it */
+ CGAffineTransform textMatrix = CGContextGetTextMatrix(ctx);
+ CGFloat savedA = textMatrix.a;
+
+ /* Set the position */
+ textMatrix.tx = tile.origin.x + tileOffsetX;
+ textMatrix.ty = tile.origin.y + tileOffsetY;
+
+ /* Maybe squish it horizontally. */
+ if (compressionRatio != 1.)
+ {
+ textMatrix.a *= compressionRatio;
+ }
+
+ textMatrix = CGAffineTransformScale( textMatrix, 1.0, -1.0 );
+ CGContextSetTextMatrix(ctx, textMatrix);
+ CGContextShowGlyphsAtPositions(ctx, &glyph, &CGPointZero, 1);
+
+ /* Restore the text matrix if we messed with the compression ratio */
+ if (compressionRatio != 1.)
+ {
+ textMatrix.a = savedA;
+ CGContextSetTextMatrix(ctx, textMatrix);
+ }
+
+ textMatrix = CGAffineTransformScale( textMatrix, 1.0, -1.0 );
+ CGContextSetTextMatrix(ctx, textMatrix);
+}
+
+/* Lock and unlock focus on our image or layer, setting up the CTM
+ * appropriately. */
+- (CGContextRef)lockFocusUnscaled
+{
+ /* Create an NSGraphicsContext representing this CGLayer */
+ CGContextRef ctx = CGLayerGetContext(angbandLayer);
+ NSGraphicsContext *context = [NSGraphicsContext graphicsContextWithGraphicsPort:ctx flipped:NO];
+ [NSGraphicsContext saveGraphicsState];
+ [NSGraphicsContext setCurrentContext:context];
+ CGContextSaveGState(ctx);
+ return ctx;
+}
+
+- (void)unlockFocus
+{
+ /* Restore the graphics state */
+ CGContextRef ctx = [[NSGraphicsContext currentContext] graphicsPort];
+ CGContextRestoreGState(ctx);
+ [NSGraphicsContext restoreGraphicsState];
+}
+
+- (NSSize)imageSize
+{
+ /* Return the size of our layer */
+ CGSize result = CGLayerGetSize(angbandLayer);
+ return NSMakeSize(result.width, result.height);
+}
+
+- (CGContextRef)lockFocus
+{
+ return [self lockFocusUnscaled];
+}
+
+
+- (NSRect)rectInImageForTileAtX:(int)x Y:(int)y
+{
+ int flippedY = y;
+ return NSMakeRect(x * tileSize.width + borderSize.width, flippedY * tileSize.height + borderSize.height, tileSize.width, tileSize.height);
+}
+
+- (void)setSelectionFont:(NSFont*)font adjustTerminal: (BOOL)adjustTerminal
+{
+ /* Record the new font */
+ [font retain];
+ [angbandViewFont release];
+ angbandViewFont = font;
+
+ /* Update our glyph info */
+ [self updateGlyphInfo];
+
+ if( adjustTerminal )
+ {
+ /* Adjust terminal to fit window with new font; save the new columns
+ * and rows since they could be changed */
+ NSRect contentRect = [self->primaryWindow contentRectForFrameRect: [self->primaryWindow frame]];
+
+ [self setMinimumWindowSize:-1];
+ NSSize size = self->primaryWindow.contentMinSize;
+ BOOL windowNeedsResizing = NO;
+ if (contentRect.size.width < size.width) {
+ contentRect.size.width = size.width;
+ windowNeedsResizing = YES;
+ }
+ if (contentRect.size.height < size.height) {
+ contentRect.size.height = size.height;
+ windowNeedsResizing = YES;
+ }
+ if (windowNeedsResizing) {
+ size.width = contentRect.size.width;
+ size.height = contentRect.size.height;
+ [self->primaryWindow setContentSize:size];
+ }
+ [self resizeTerminalWithContentRect: contentRect saveToDefaults: YES];
+ }
+
+ /* Update our image */
+ [self updateImage];
+}
+
+- (id)init
+{
+ if ((self = [super init]))
+ {
+ /* Default rows and cols */
+ self->cols = 80;
+ self->rows = 24;
+
+ /* Default border size */
+ self->borderSize = NSMakeSize(2, 2);
+
+ /* Allocate our array of views */
+ angbandViews = [[NSMutableArray alloc] init];
+
+ self->changes = create_pending_changes(self->cols, self->rows);
+ if (self->changes == 0) {
+ NSLog(@"AngbandContext init: out of memory for pending changes");
+ }
+ self->ncol_pre = 0;
+ self->ncol_post = 0;
+
+ self->in_fullscreen_transition = NO;
+
+ /* Make the image. Since we have no views, it'll just be a puny 1x1 image. */
+ [self updateImage];
+
+ _windowVisibilityChecked = NO;
+ }
+ return self;
+}
+
+/**
+ * Destroy all the receiver's stuff. This is intended to be callable more than
+ * once.
+ */
+- (void)dispose
+{
+ terminal = NULL;
+
+ /* Disassociate ourselves from our angbandViews */
+ [angbandViews makeObjectsPerformSelector:@selector(setAngbandContext:) withObject:nil];
+ [angbandViews release];
+ angbandViews = nil;
+
+ /* Destroy the layer/image */
+ CGLayerRelease(angbandLayer);
+ angbandLayer = NULL;
+
+ /* Font */
+ [angbandViewFont release];
+ angbandViewFont = nil;
+
+ /* Window */
+ [primaryWindow setDelegate:nil];
+ [primaryWindow close];
+ [primaryWindow release];
+ primaryWindow = nil;
+
+ /* Pending changes */
+ destroy_pending_changes(self->changes);
+ self->changes = 0;
+}
+
+/* Usual Cocoa fare */
+- (void)dealloc
+{
+ [self dispose];
+ [super dealloc];
+}
+
+
+
+#pragma mark -
+#pragma mark Directories and Paths Setup
+
+/**
+ * Return the path for Angband's lib directory and bail if it isn't found. The
+ * lib directory should be in the bundle's resources directory, since it's
+ * copied when built.
+ */
++ (NSString *)libDirectoryPath
+{
+ NSString *bundleLibPath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent: AngbandDirectoryNameLib];
+ BOOL isDirectory = NO;
+ BOOL libExists = [[NSFileManager defaultManager] fileExistsAtPath: bundleLibPath isDirectory: &isDirectory];
+
+ if( !libExists || !isDirectory )
+ {
+ NSLog( @"[%@ %@]: can't find %@/ in bundle: isDirectory: %d libExists: %d", NSStringFromClass( [self class] ), NSStringFromSelector( _cmd ), AngbandDirectoryNameLib, isDirectory, libExists );
+
+ NSString *msg = NSLocalizedStringWithDefaultValue(
+ @"Error.MissingResources",
+ AngbandMessageCatalog,
+ [NSBundle mainBundle],
+ @"Missing Resources",
+ @"Alert text for missing resources");
+ NSString *info = NSLocalizedStringWithDefaultValue(
+ @"Error.MissingAngbandLib",
+ AngbandMessageCatalog,
+ [NSBundle mainBundle],
+ @"Hengband was unable to find required resources and must quit. Please report a bug on the Angband forums.",
+ @"Alert informative message for missing Angband lib/ folder");
+ NSString *quit_label = NSLocalizedStringWithDefaultValue(
+ @"Label.Quit", AngbandMessageCatalog, [NSBundle mainBundle],
+ @"Quit", @"Quit");
+ NSAlert *alert = [[NSAlert alloc] init];
+
+ /*
+ * Note that NSCriticalAlertStyle was deprecated in 10.10. The
+ * replacement is NSAlertStyleCritical.
+ */
+ alert.alertStyle = NSCriticalAlertStyle;
+ alert.messageText = msg;
+ alert.informativeText = info;
+ [alert addButtonWithTitle:quit_label];
+ NSModalResponse result = [alert runModal];
+ [alert release];
+ exit( 0 );
+ }
+
+ return bundleLibPath;
+}
+
+/**
+ * Return the path for the directory where Angband should look for its standard
+ * user file tree.
+ */
++ (NSString *)angbandDocumentsPath
+{
+ NSString *documents = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
+
+#if defined(SAFE_DIRECTORY)
+ NSString *versionedDirectory = [NSString stringWithFormat: @"%@-%s", AngbandDirectoryNameBase, VERSION_STRING];
+ return [documents stringByAppendingPathComponent: versionedDirectory];
+#else
+ return [documents stringByAppendingPathComponent: AngbandDirectoryNameBase];
+#endif
+}
+
+/**
+ * Adjust directory paths as needed to correct for any differences needed by
+ * Angband. \c init_file_paths() currently requires that all paths provided have
+ * a trailing slash and all other platforms honor this.
+ *
+ * \param originalPath The directory path to adjust.
+ * \return A path suitable for Angband or nil if an error occurred.
+ */
+static NSString *AngbandCorrectedDirectoryPath(NSString *originalPath)
+{
+ if ([originalPath length] == 0) {
+ return nil;
+ }
+
+ if (![originalPath hasSuffix: @"/"]) {
+ return [originalPath stringByAppendingString: @"/"];
+ }
+
+ return originalPath;
+}
+
+/**
+ * Give Angband the base paths that should be used for the various directories
+ * it needs. It will create any needed directories.
+ */
++ (void)prepareFilePathsAndDirectories
+{
+ char libpath[PATH_MAX + 1] = "\0";
+ NSString *libDirectoryPath = AngbandCorrectedDirectoryPath([self libDirectoryPath]);
+ [libDirectoryPath getFileSystemRepresentation: libpath maxLength: sizeof(libpath)];
+
+ char basepath[PATH_MAX + 1] = "\0";
+ NSString *angbandDocumentsPath = AngbandCorrectedDirectoryPath([self angbandDocumentsPath]);
+ [angbandDocumentsPath getFileSystemRepresentation: basepath maxLength: sizeof(basepath)];
+
++ init_file_paths(libpath, basepath);
+ create_needed_dirs();
+}
+
+#pragma mark -
+
+#if 0
+/* From the Linux mbstowcs(3) man page:
+ * If dest is NULL, n is ignored, and the conversion proceeds as above,
+ * except that the converted wide characters are not written out to mem‐
+ * ory, and that no length limit exists.
+ */
+static size_t Term_mbcs_cocoa(wchar_t *dest, const char *src, int n)
+{
+ int i;
+ int count = 0;
+
+ /* Unicode code point to UTF-8
+ * 0x0000-0x007f: 0xxxxxxx
+ * 0x0080-0x07ff: 110xxxxx 10xxxxxx
+ * 0x0800-0xffff: 1110xxxx 10xxxxxx 10xxxxxx
+ * 0x10000-0x1fffff: 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx
+ * Note that UTF-16 limits Unicode to 0x10ffff. This code is not
+ * endian-agnostic.
+ */
+ for (i = 0; i < n || dest == NULL; i++) {
+ if ((src[i] & 0x80) == 0) {
+ if (dest != NULL) dest[count] = src[i];
+ if (src[i] == 0) break;
+ } else if ((src[i] & 0xe0) == 0xc0) {
+ if (dest != NULL) dest[count] =
+ (((unsigned char)src[i] & 0x1f) << 6)|
+ ((unsigned char)src[i+1] & 0x3f);
+ i++;
+ } else if ((src[i] & 0xf0) == 0xe0) {
+ if (dest != NULL) dest[count] =
+ (((unsigned char)src[i] & 0x0f) << 12) |
+ (((unsigned char)src[i+1] & 0x3f) << 6) |
+ ((unsigned char)src[i+2] & 0x3f);
+ i += 2;
+ } else if ((src[i] & 0xf8) == 0xf0) {
+ if (dest != NULL) dest[count] =
+ (((unsigned char)src[i] & 0x0f) << 18) |
+ (((unsigned char)src[i+1] & 0x3f) << 12) |
+ (((unsigned char)src[i+2] & 0x3f) << 6) |
+ ((unsigned char)src[i+3] & 0x3f);
+ i += 3;
+ } else {
+ /* Found an invalid multibyte sequence */
+ return (size_t)-1;
+ }
+ count++;
+ }
+ return count;
+}
+#endif
+
+/**
+ * Entry point for initializing Angband
+ */
++ (void)beginGame
+{
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+
+ /* Hooks in some "z-util.c" hooks */
+ plog_aux = hook_plog;
+ quit_aux = hook_quit;
+
+ /* Initialize file paths */
+ [self prepareFilePathsAndDirectories];
+
+ /* Note the "system" */
+ ANGBAND_SYS = "coc";
+
+ /* Load preferences */
+ load_prefs();
+
+ /* Load possible graphics modes */
+ init_graphics_modes();
+
+ /* Prepare the windows */
+ init_windows();
+
+ /* Set up game event handlers */
+ /* init_display(); */
+
+ /* Register the sound hook */
+ /* sound_hook = play_sound; */
+
+ /* Initialise game */
+ init_angband();
+
+ /* Initialize some save file stuff */
+ player_egid = getegid();
+
+ /* We are now initialized */
+ initialized = TRUE;
+
+ /* Handle "open_when_ready" */
+ handle_open_when_ready();
+
+ /* Handle pending events (most notably update) and flush input */
+ Term_flush();
+
+ /* Prompt the user. */
+ int message_row = (Term->hgt - 23) / 5 + 23;
+ Term_erase(0, message_row, 255);
+ put_str(
+#ifdef JP
+ "['ファイル' メニューから '新' または '開く' を選択します]",
+ message_row, (Term->wid - 57) / 2
+#else
+ "[Choose 'New' or 'Open' from the 'File' menu]",
+ message_row, (Term->wid - 45) / 2
+#endif
+ );
+ Term_fresh();
+
+ /*
+ * Play a game -- "new_game" is set by "new", "open" or the open document
+ * even handler as appropriate
+ */
+
+ [pool drain];
+
+ while (!game_in_progress) {
+ NSAutoreleasePool *splashScreenPool = [[NSAutoreleasePool alloc] init];
+ NSEvent *event = [NSApp nextEventMatchingMask:NSAnyEventMask untilDate:[NSDate distantFuture] inMode:NSDefaultRunLoopMode dequeue:YES];
+ if (event) [NSApp sendEvent:event];
+ [splashScreenPool drain];
+ }
+
+ Term_fresh();
+ play_game(new_game);
+
+ quit(NULL);
+}
+
++ (void)endGame
+{
+ /* Hack -- Forget messages */
+ msg_flag = FALSE;
+
+ p_ptr->playing = FALSE;
+ p_ptr->leaving = TRUE;
+ quit_when_ready = TRUE;
+}
+
+- (void)addAngbandView:(AngbandView *)view
+{
+ if (! [angbandViews containsObject:view])
+ {
+ [angbandViews addObject:view];
+ [self updateImage];
+ [self setNeedsDisplay:YES]; /* We'll need to redisplay everything anyways, so avoid creating all those little redisplay rects */
+ [self requestRedraw];
+ }
+}
+
+/**
+ * We have this notion of an "active" AngbandView, which is the largest - the
+ * idea being that in the screen saver, when the user hits Test in System
+ * Preferences, we don't want to keep driving the AngbandView in the
+ * background. Our active AngbandView is the widest - that's a hack all right.
+ * Mercifully when we're just playing the game there's only one view.
+ */
+- (AngbandView *)activeView
+{
+ if ([angbandViews count] == 1)
+ return [angbandViews objectAtIndex:0];
+
+ AngbandView *result = nil;
+ float maxWidth = 0;
+ for (AngbandView *angbandView in angbandViews)
+ {
+ float width = [angbandView frame].size.width;
+ if (width > maxWidth)
+ {
+ maxWidth = width;
+ result = angbandView;
+ }
+ }
+ return result;
+}
+
+- (void)angbandViewDidScale:(AngbandView *)view
+{
+ /* If we're live-resizing with graphics, we're using the live resize
+ * optimization, so don't update the image. Otherwise do it. */
+ if (! (inLiveResize && graphics_are_enabled()) && view == [self activeView])
+ {
+ [self updateImage];
+
+ [self setNeedsDisplay:YES]; /*we'll need to redisplay everything anyways, so avoid creating all those little redisplay rects */
+ [self requestRedraw];
+ }
+}
+
+
+- (void)removeAngbandView:(AngbandView *)view
+{
+ if ([angbandViews containsObject:view])
+ {
+ [angbandViews removeObject:view];
+ [self updateImage];
+ [self setNeedsDisplay:YES]; /* We'll need to redisplay everything anyways, so avoid creating all those little redisplay rects */
+ if ([angbandViews count]) [self requestRedraw];
+ }
+}
+
+
+static NSMenuItem *superitem(NSMenuItem *self)
+{
+ NSMenu *supermenu = [[self menu] supermenu];
+ int index = [supermenu indexOfItemWithSubmenu:[self menu]];
+ if (index == -1) return nil;
+ else return [supermenu itemAtIndex:index];
+}
+
+
+- (BOOL)validateMenuItem:(NSMenuItem *)menuItem
+{
+ int tag = [menuItem tag];
+ SEL sel = [menuItem action];
+ if (sel == @selector(setGraphicsMode:))
+ {
+ [menuItem setState: (tag == graf_mode_req)];
+ return YES;
+ }
+ else
+ {
+ return YES;
+ }
+}
+
+- (NSWindow *)makePrimaryWindow
+{
+ if (! primaryWindow)
+ {
+ /* This has to be done after the font is set, which it already is in
+ * term_init_cocoa() */
+ CGFloat width = self->cols * tileSize.width + borderSize.width * 2.0;
+ CGFloat height = self->rows * tileSize.height + borderSize.height * 2.0;
+ NSRect contentRect = NSMakeRect( 0.0, 0.0, width, height );
+
+ NSUInteger styleMask = NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask;
+
+ /* Make every window other than the main window closable */
+ if( angband_term[0]->data != self )
+ {
+ styleMask |= NSClosableWindowMask;
+ }
+
+ primaryWindow = [[NSWindow alloc] initWithContentRect:contentRect styleMask: styleMask backing:NSBackingStoreBuffered defer:YES];
+
+ /* Not to be released when closed */
+ [primaryWindow setReleasedWhenClosed:NO];
+ [primaryWindow setExcludedFromWindowsMenu: YES]; /* we're using custom window menu handling */
+
+ /* Make the view */
+ AngbandView *angbandView = [[AngbandView alloc] initWithFrame:contentRect];
+ [angbandView setAngbandContext:self];
+ [angbandViews addObject:angbandView];
+ [primaryWindow setContentView:angbandView];
+ [angbandView release];
+
+ /* We are its delegate */
+ [primaryWindow setDelegate:self];
+
+ /* Update our image, since this is probably the first angband view
+ * we've gotten. */
+ [self updateImage];
+ }
+ return primaryWindow;
+}
+
+
+
+#pragma mark View/Window Passthrough
+
+/**
+ * This is what our views call to get us to draw to the window
+ */
+- (void)drawRect:(NSRect)rect inView:(NSView *)view
+{
+ /* Take this opportunity to throttle so we don't flush faster than desired.
+ */
+ BOOL viewInLiveResize = [view inLiveResize];
+ if (! viewInLiveResize) [self throttle];
+
+ /* With a GLayer, use CGContextDrawLayerInRect */
+ CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
+ NSRect bounds = [view bounds];
+ if (viewInLiveResize) CGContextSetInterpolationQuality(context, kCGInterpolationLow);
+ CGContextSetBlendMode(context, kCGBlendModeCopy);
+ CGContextDrawLayerInRect(context, *(CGRect *)&bounds, angbandLayer);
+ if (viewInLiveResize) CGContextSetInterpolationQuality(context, kCGInterpolationDefault);
+}
+
+- (BOOL)isOrderedIn
+{
+ return [[[angbandViews lastObject] window] isVisible];
+}
+
+- (BOOL)isMainWindow
+{
+ return [[[angbandViews lastObject] window] isMainWindow];
+}
+
+- (void)setNeedsDisplay:(BOOL)val
+{
+ for (NSView *angbandView in angbandViews)
+ {
+ [angbandView setNeedsDisplay:val];
+ }
+}
+
+- (void)setNeedsDisplayInBaseRect:(NSRect)rect
+{
+ for (NSView *angbandView in angbandViews)
+ {
+ [angbandView setNeedsDisplayInRect: rect];
+ }
+}
+
+- (void)displayIfNeeded
+{
+ [[self activeView] displayIfNeeded];
+}
+
+- (int)terminalIndex
+{
+ int termIndex = 0;
+
+ for( termIndex = 0; termIndex < ANGBAND_TERM_MAX; termIndex++ )
+ {
+ if( angband_term[termIndex] == self->terminal )
+ {
+ break;
+ }
+ }
+
+ return termIndex;
+}
+
+- (void)resizeTerminalWithContentRect: (NSRect)contentRect saveToDefaults: (BOOL)saveToDefaults
+{
+ CGFloat newRows = floor( (contentRect.size.height - (borderSize.height * 2.0)) / tileSize.height );
+ CGFloat newColumns = ceil( (contentRect.size.width - (borderSize.width * 2.0)) / tileSize.width );
+
+ if (newRows < 1 || newColumns < 1) return;
+ self->cols = newColumns;
+ self->rows = newRows;
+
+ if (resize_pending_changes(self->changes, self->rows) != 0) {
+ destroy_pending_changes(self->changes);
+ self->changes = 0;
+ NSLog(@"out of memory for pending changes with resize of terminal %d",
+ [self terminalIndex]);
+ }
+
+ if( saveToDefaults )
+ {
+ int termIndex = [self terminalIndex];
+ NSArray *terminals = [[NSUserDefaults standardUserDefaults] valueForKey: AngbandTerminalsDefaultsKey];
+
+ if( termIndex < (int)[terminals count] )
+ {
+ NSMutableDictionary *mutableTerm = [[NSMutableDictionary alloc] initWithDictionary: [terminals objectAtIndex: termIndex]];
+ [mutableTerm setValue: [NSNumber numberWithUnsignedInt: self->cols] forKey: AngbandTerminalColumnsDefaultsKey];
+ [mutableTerm setValue: [NSNumber numberWithUnsignedInt: self->rows] forKey: AngbandTerminalRowsDefaultsKey];
+
+ NSMutableArray *mutableTerminals = [[NSMutableArray alloc] initWithArray: terminals];
+ [mutableTerminals replaceObjectAtIndex: termIndex withObject: mutableTerm];
+
+ [[NSUserDefaults standardUserDefaults] setValue: mutableTerminals forKey: AngbandTerminalsDefaultsKey];
+ [mutableTerminals release];
+ [mutableTerm release];
+ }
+ [[NSUserDefaults standardUserDefaults] synchronize];
+ }
+
+ term *old = Term;
+ Term_activate( self->terminal );
+ Term_resize( (int)newColumns, (int)newRows);
+ Term_redraw();
+ Term_activate( old );
+}
+
+- (void)setMinimumWindowSize:(int)termIdx
+{
+ NSSize minsize;
+
+ if (termIdx < 0) {
+ termIdx = [self terminalIndex];
+ }
+ if (termIdx == 0) {
+ minsize.width = 80;
+ minsize.height = 24;
+ } else {
+ minsize.width = 1;
+ minsize.height = 1;
+ }
+ minsize.width =
+ minsize.width * self->tileSize.width + self->borderSize.width * 2.0;
+ minsize.height =
+ minsize.height * self->tileSize.height + self->borderSize.height * 2.0;
+ [[self makePrimaryWindow] setContentMinSize:minsize];
+}
+
+- (void)saveWindowVisibleToDefaults: (BOOL)windowVisible
+{
+ int termIndex = [self terminalIndex];
+ BOOL safeVisibility = (termIndex == 0) ? YES : windowVisible; /* Ensure main term doesn't go away because of these defaults */
+ NSArray *terminals = [[NSUserDefaults standardUserDefaults] valueForKey: AngbandTerminalsDefaultsKey];
+
+ if( termIndex < (int)[terminals count] )
+ {
+ NSMutableDictionary *mutableTerm = [[NSMutableDictionary alloc] initWithDictionary: [terminals objectAtIndex: termIndex]];
+ [mutableTerm setValue: [NSNumber numberWithBool: safeVisibility] forKey: AngbandTerminalVisibleDefaultsKey];
+
+ NSMutableArray *mutableTerminals = [[NSMutableArray alloc] initWithArray: terminals];
+ [mutableTerminals replaceObjectAtIndex: termIndex withObject: mutableTerm];
+
+ [[NSUserDefaults standardUserDefaults] setValue: mutableTerminals forKey: AngbandTerminalsDefaultsKey];
+ [mutableTerminals release];
+ [mutableTerm release];
+ }
+}
+
+- (BOOL)windowVisibleUsingDefaults
+{
+ int termIndex = [self terminalIndex];
+
+ if( termIndex == 0 )
+ {
+ return YES;
+ }
+
+ NSArray *terminals = [[NSUserDefaults standardUserDefaults] valueForKey: AngbandTerminalsDefaultsKey];
+ BOOL visible = NO;
+
+ if( termIndex < (int)[terminals count] )
+ {
+ NSDictionary *term = [terminals objectAtIndex: termIndex];
+ NSNumber *visibleValue = [term valueForKey: AngbandTerminalVisibleDefaultsKey];
+
+ if( visibleValue != nil )
+ {
+ visible = [visibleValue boolValue];
+ }
+ }
+
+ return visible;
+}
+
+#pragma mark -
+#pragma mark NSWindowDelegate Methods
+
+/*- (void)windowWillStartLiveResize: (NSNotification *)notification
+{
+}*/
+
+- (void)windowDidEndLiveResize: (NSNotification *)notification
+{
+ NSWindow *window = [notification object];
+ NSRect contentRect = [window contentRectForFrameRect: [window frame]];
+ [self resizeTerminalWithContentRect: contentRect saveToDefaults: !(self->in_fullscreen_transition)];
+}
+
+/*- (NSSize)windowWillResize: (NSWindow *)sender toSize: (NSSize)frameSize
+{
+} */
+
+- (void)windowWillEnterFullScreen: (NSNotification *)notification
+{
+ self->in_fullscreen_transition = YES;
+}
+
+- (void)windowDidEnterFullScreen: (NSNotification *)notification
+{
+ NSWindow *window = [notification object];
+ NSRect contentRect = [window contentRectForFrameRect: [window frame]];
+ self->in_fullscreen_transition = NO;
+ [self resizeTerminalWithContentRect: contentRect saveToDefaults: NO];
+}
+
+- (void)windowWillExitFullScreen: (NSNotification *)notification
+{
+ self->in_fullscreen_transition = YES;
+}
+
+- (void)windowDidExitFullScreen: (NSNotification *)notification
+{
+ NSWindow *window = [notification object];
+ NSRect contentRect = [window contentRectForFrameRect: [window frame]];
+ self->in_fullscreen_transition = NO;
+ [self resizeTerminalWithContentRect: contentRect saveToDefaults: NO];
+}
+
+- (void)windowDidBecomeMain:(NSNotification *)notification
+{
+ NSWindow *window = [notification object];
+
+ if( window != self->primaryWindow )
+ {
+ return;
+ }
+
+ int termIndex = [self terminalIndex];
+ NSMenuItem *item = [[[NSApplication sharedApplication] windowsMenu] itemWithTag: AngbandWindowMenuItemTagBase + termIndex];
+ [item setState: NSOnState];
+
+ if( [[NSFontPanel sharedFontPanel] isVisible] )
+ {
+ [[NSFontPanel sharedFontPanel] setPanelFont: [self selectionFont] isMultiple: NO];
+ }
+}
+
+- (void)windowDidResignMain: (NSNotification *)notification
+{
+ NSWindow *window = [notification object];
+
+ if( window != self->primaryWindow )
+ {
+ return;
+ }
+
+ int termIndex = [self terminalIndex];
+ NSMenuItem *item = [[[NSApplication sharedApplication] windowsMenu] itemWithTag: AngbandWindowMenuItemTagBase + termIndex];
+ [item setState: NSOffState];
+}
+
+- (void)windowWillClose: (NSNotification *)notification
+{
+ [self saveWindowVisibleToDefaults: NO];
+}
+
+@end
+
+
+@implementation AngbandView
+
+- (BOOL)isOpaque
+{
+ return YES;
+}
+
+- (BOOL)isFlipped
+{
+ return YES;
+}
+
+- (void)drawRect:(NSRect)rect
+{
+ if (! angbandContext)
+ {
+ /* Draw bright orange, 'cause this ain't right */
+ [[NSColor orangeColor] set];
+ NSRectFill([self bounds]);
+ }
+ else
+ {
+ /* Tell the Angband context to draw into us */
+ [angbandContext drawRect:rect inView:self];
+ }
+}
+
+- (void)setAngbandContext:(AngbandContext *)context
+{
+ angbandContext = context;
+}
+
+- (AngbandContext *)angbandContext
+{
+ return angbandContext;
+}
+
+- (void)setFrameSize:(NSSize)size
+{
+ BOOL changed = ! NSEqualSizes(size, [self frame].size);
+ [super setFrameSize:size];
+ if (changed) [angbandContext angbandViewDidScale:self];
+}
+
+- (void)viewWillStartLiveResize
+{
+ [angbandContext viewWillStartLiveResize:self];
+}
+
+- (void)viewDidEndLiveResize
+{
+ [angbandContext viewDidEndLiveResize:self];
+}
+
+@end
+
+/**
+ * Delay handling of double-clicked savefiles
+ */
+Boolean open_when_ready = FALSE;
+
+
+
+/**
+ * ------------------------------------------------------------------------
+ * Some generic functions
+ * ------------------------------------------------------------------------ */
+
+/**
+ * Sets an Angband color at a given index
+ */
+static void set_color_for_index(int idx)
+{
+ u16b rv, gv, bv;
+
+ /* Extract the R,G,B data */
+ rv = angband_color_table[idx][1];
+ gv = angband_color_table[idx][2];
+ bv = angband_color_table[idx][3];
+
+ CGContextSetRGBFillColor([[NSGraphicsContext currentContext] graphicsPort], rv/255., gv/255., bv/255., 1.);
+}
+
+/**
+ * Remember the current character in UserDefaults so we can select it by
+ * default next time.
+ */
+static void record_current_savefile(void)
+{
+ NSString *savefileString = [[NSString stringWithCString:savefile encoding:NSMacOSRomanStringEncoding] lastPathComponent];
+ if (savefileString)
+ {
+ NSUserDefaults *angbandDefs = [NSUserDefaults angbandDefaults];
+ [angbandDefs setObject:savefileString forKey:@"SaveFile"];
+ [angbandDefs synchronize];
+ }
+}
+
+
+#ifdef JP
+/**
+ * Convert a two-byte EUC-JP encoded character (both *cp and (*cp + 1) are in
+ * the range, 0xA1-0xFE, or *cp is 0x8E) to a utf16 value in the native byte
+ * ordering.
+ */
+static wchar_t convert_two_byte_eucjp_to_utf16_native(const char *cp)
+{
+ NSString* str = [[NSString alloc] initWithBytes:cp length:2
+ encoding:NSJapaneseEUCStringEncoding];
+ wchar_t result = [str characterAtIndex:0];
+
+ [str release];
+ return result;
+}
+#endif /* JP */
+
+
+/**
+ * ------------------------------------------------------------------------
+ * Support for the "z-term.c" package
+ * ------------------------------------------------------------------------ */
+
+
+/**
+ * Initialize a new Term
+ */
+static void Term_init_cocoa(term *t)
+{
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+ AngbandContext *context = [[AngbandContext alloc] init];
+
+ /* Give the term a hard retain on context (for GC) */
+ t->data = (void *)CFRetain(context);
+ [context release];
+
+ /* Handle graphics */
+ t->higher_pict = !! use_graphics;
+ t->always_pict = FALSE;
+
+ NSDisableScreenUpdates();
+
+ /* Figure out the frame autosave name based on the index of this term */
+ NSString *autosaveName = nil;
+ int termIdx;
+ for (termIdx = 0; termIdx < ANGBAND_TERM_MAX; termIdx++)
+ {
+ if (angband_term[termIdx] == t)
+ {
+ autosaveName = [NSString stringWithFormat:@"AngbandTerm-%d", termIdx];
+ break;
+ }
+ }
+
+ /* Set its font. */
+ NSString *fontName = [[NSUserDefaults angbandDefaults] stringForKey:[NSString stringWithFormat:@"FontName-%d", termIdx]];
+ if (! fontName) fontName = [default_font fontName];
+
+ /* Use a smaller default font for the other windows, but only if the font
+ * hasn't been explicitly set */
+ float fontSize = (termIdx > 0) ? 10.0 : [default_font pointSize];
+ NSNumber *fontSizeNumber = [[NSUserDefaults angbandDefaults] valueForKey: [NSString stringWithFormat: @"FontSize-%d", termIdx]];
+
+ if( fontSizeNumber != nil )
+ {
+ fontSize = [fontSizeNumber floatValue];
+ }
+
+ [context setSelectionFont:[NSFont fontWithName:fontName size:fontSize] adjustTerminal: NO];
+
+ NSArray *terminalDefaults = [[NSUserDefaults standardUserDefaults] valueForKey: AngbandTerminalsDefaultsKey];
+ NSInteger rows = 24;
+ NSInteger columns = 80;
+
+ if( termIdx < (int)[terminalDefaults count] )
+ {
+ NSDictionary *term = [terminalDefaults objectAtIndex: termIdx];
+ NSInteger defaultRows = [[term valueForKey: AngbandTerminalRowsDefaultsKey] integerValue];
+ NSInteger defaultColumns = [[term valueForKey: AngbandTerminalColumnsDefaultsKey] integerValue];
+
+ if (defaultRows > 0) rows = defaultRows;
+ if (defaultColumns > 0) columns = defaultColumns;
+ }
+
+ context->cols = columns;
+ context->rows = rows;
+
+ if (resize_pending_changes(context->changes, context->rows) != 0) {
+ destroy_pending_changes(context->changes);
+ context->changes = 0;
+ NSLog(@"initializing terminal %d: out of memory for pending changes",
+ termIdx);
+ }
+
+ /* Get the window */
+ NSWindow *window = [context makePrimaryWindow];
+
+ /* Set its title and, for auxiliary terms, tentative size */
+ NSString *title = [NSString stringWithCString:angband_term_name[termIdx]
+#ifdef JP
+ encoding:NSJapaneseEUCStringEncoding
+#else
+ encoding:NSMacOSRomanStringEncoding
+#endif
+ ];
+ [window setTitle:title];
+ [context setMinimumWindowSize:termIdx];
+
+ /* If this is the first term, and we support full screen (Mac OS X Lion or
+ * later), then allow it to go full screen (sweet). Allow other terms to be
+ * FullScreenAuxilliary, so they can at least show up. Unfortunately in
+ * Lion they don't get brought to the full screen space; but they would
+ * only make sense on multiple displays anyways so it's not a big loss. */
+ if ([window respondsToSelector:@selector(toggleFullScreen:)])
+ {
+ NSWindowCollectionBehavior behavior = [window collectionBehavior];
+ behavior |= (termIdx == 0 ? Angband_NSWindowCollectionBehaviorFullScreenPrimary : Angband_NSWindowCollectionBehaviorFullScreenAuxiliary);
+ [window setCollectionBehavior:behavior];
+ }
+
+ /* No Resume support yet, though it would not be hard to add */
+ if ([window respondsToSelector:@selector(setRestorable:)])
+ {
+ [window setRestorable:NO];
+ }
+
+ /* default window placement */ {
+ static NSRect overallBoundingRect;
+
+ if( termIdx == 0 )
+ {
+ /* This is a bit of a trick to allow us to display multiple windows
+ * in the "standard default" window position in OS X: the upper
+ * center of the screen.
+ * The term sizes set in load_prefs() are based on a 5-wide by
+ * 3-high grid, with the main term being 4/5 wide by 2/3 high
+ * (hence the scaling to find */
+
+ /* What the containing rect would be). */
+ NSRect originalMainTermFrame = [window frame];
+ NSRect scaledFrame = originalMainTermFrame;
+ scaledFrame.size.width *= 5.0 / 4.0;
+ scaledFrame.size.height *= 3.0 / 2.0;
+ scaledFrame.size.width += 1.0; /* spacing between window columns */
+ scaledFrame.size.height += 1.0; /* spacing between window rows */
+ [window setFrame: scaledFrame display: NO];
+ [window center];
+ overallBoundingRect = [window frame];
+ [window setFrame: originalMainTermFrame display: NO];
+ }
+
+ static NSRect mainTermBaseRect;
+ NSRect windowFrame = [window frame];
+
+ if( termIdx == 0 )
+ {
+ /* The height and width adjustments were determined experimentally,
+ * so that the rest of the windows line up nicely without
+ * overlapping */
+ windowFrame.size.width += 7.0;
+ windowFrame.size.height += 9.0;
+ windowFrame.origin.x = NSMinX( overallBoundingRect );
+ windowFrame.origin.y = NSMaxY( overallBoundingRect ) - NSHeight( windowFrame );
+ mainTermBaseRect = windowFrame;
+ }
+ else if( termIdx == 1 )
+ {
+ windowFrame.origin.x = NSMinX( mainTermBaseRect );
+ windowFrame.origin.y = NSMinY( mainTermBaseRect ) - NSHeight( windowFrame ) - 1.0;
+ }
+ else if( termIdx == 2 )
+ {
+ windowFrame.origin.x = NSMaxX( mainTermBaseRect ) + 1.0;
+ windowFrame.origin.y = NSMaxY( mainTermBaseRect ) - NSHeight( windowFrame );
+ }
+ else if( termIdx == 3 )
+ {
+ windowFrame.origin.x = NSMaxX( mainTermBaseRect ) + 1.0;
+ windowFrame.origin.y = NSMinY( mainTermBaseRect ) - NSHeight( windowFrame ) - 1.0;
+ }
+ else if( termIdx == 4 )
+ {
+ windowFrame.origin.x = NSMaxX( mainTermBaseRect ) + 1.0;
+ windowFrame.origin.y = NSMinY( mainTermBaseRect );
+ }
+ else if( termIdx == 5 )
+ {
+ windowFrame.origin.x = NSMinX( mainTermBaseRect ) + NSWidth( windowFrame ) + 1.0;
+ windowFrame.origin.y = NSMinY( mainTermBaseRect ) - NSHeight( windowFrame ) - 1.0;
+ }
+
+ [window setFrame: windowFrame display: NO];
+ }
+
+ /* Override the default frame above if the user has adjusted windows in
+ * the past */
+ if (autosaveName) [window setFrameAutosaveName:autosaveName];
+
+ /* Tell it about its term. Do this after we've sized it so that the sizing
+ * doesn't trigger redrawing and such. */
+ [context setTerm:t];
+
+ /* Only order front if it's the first term. Other terms will be ordered
+ * front from AngbandUpdateWindowVisibility(). This is to work around a
+ * problem where Angband aggressively tells us to initialize terms that
+ * don't do anything! */
+ if (t == angband_term[0]) [context->primaryWindow makeKeyAndOrderFront: nil];
+
+ NSEnableScreenUpdates();
+
+ /* Set "mapped" flag */
+ t->mapped_flag = true;
+ [pool drain];
+}
+
+
+
+/**
+ * Nuke an old Term
+ */
+static void Term_nuke_cocoa(term *t)
+{
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+
+ AngbandContext *context = t->data;
+ if (context)
+ {
+ /* Tell the context to get rid of its windows, etc. */
+ [context dispose];
+
+ /* Balance our CFRetain from when we created it */
+ CFRelease(context);
+
+ /* Done with it */
+ t->data = NULL;
+ }
+
+ [pool drain];
+}
+
+/**
+ * Returns the CGImageRef corresponding to an image with the given name in the
+ * resource directory, transferring ownership to the caller
+ */
+static CGImageRef create_angband_image(NSString *path)
+{
+ CGImageRef decodedImage = NULL, result = NULL;
+
+ /* Try using ImageIO to load the image */
+ if (path)
+ {
+ NSURL *url = [[NSURL alloc] initFileURLWithPath:path isDirectory:NO];
+ if (url)
+ {
+ NSDictionary *options = [[NSDictionary alloc] initWithObjectsAndKeys:(id)kCFBooleanTrue, kCGImageSourceShouldCache, nil];
+ CGImageSourceRef source = CGImageSourceCreateWithURL((CFURLRef)url, (CFDictionaryRef)options);
+ if (source)
+ {
+ /* We really want the largest image, but in practice there's
+ * only going to be one */
+ decodedImage = CGImageSourceCreateImageAtIndex(source, 0, (CFDictionaryRef)options);
+ CFRelease(source);
+ }
+ [options release];
+ [url release];
+ }
+ }
+
+ /* Draw the sucker to defeat ImageIO's weird desire to cache and decode on
+ * demand. Our images aren't that big! */
+ if (decodedImage)
+ {
+ size_t width = CGImageGetWidth(decodedImage), height = CGImageGetHeight(decodedImage);
+
+ /* Compute our own bitmap info */
+ CGBitmapInfo imageBitmapInfo = CGImageGetBitmapInfo(decodedImage);
+ CGBitmapInfo contextBitmapInfo = kCGBitmapByteOrderDefault;
+
+ switch (imageBitmapInfo & kCGBitmapAlphaInfoMask) {
+ case kCGImageAlphaNone:
+ case kCGImageAlphaNoneSkipLast:
+ case kCGImageAlphaNoneSkipFirst:
+ /* No alpha */
+ contextBitmapInfo |= kCGImageAlphaNone;
+ break;
+ default:
+ /* Some alpha, use premultiplied last which is most efficient. */
+ contextBitmapInfo |= kCGImageAlphaPremultipliedLast;
+ break;
+ }
+
+ /* Draw the source image flipped, since the view is flipped */
+ CGContextRef ctx = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(decodedImage), CGImageGetBytesPerRow(decodedImage), CGImageGetColorSpace(decodedImage), contextBitmapInfo);
+ CGContextSetBlendMode(ctx, kCGBlendModeCopy);
+ CGContextTranslateCTM(ctx, 0.0, height);
+ CGContextScaleCTM(ctx, 1.0, -1.0);
+ CGContextDrawImage(ctx, CGRectMake(0, 0, width, height), decodedImage);
+ result = CGBitmapContextCreateImage(ctx);
+
+ /* Done with these things */
+ CFRelease(ctx);
+ CGImageRelease(decodedImage);
+ }
+ return result;
+}
+
+/**
+ * React to changes
+ */
+static errr Term_xtra_cocoa_react(void)
+{
+ /* Don't actually switch graphics until the game is running */
+ if (!initialized || !game_in_progress) return (-1);
+
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+ AngbandContext *angbandContext = Term->data;
+
+ /* Handle graphics */
+ int expected_graf_mode = (current_graphics_mode) ?
+ current_graphics_mode->grafID : GRAPHICS_NONE;
+ if (graf_mode_req != expected_graf_mode)
+ {
+ graphics_mode *new_mode;
+ if (graf_mode_req != GRAPHICS_NONE) {
+ new_mode = get_graphics_mode(graf_mode_req);
+ } else {
+ new_mode = NULL;
+ }
+
+ /* Get rid of the old image. CGImageRelease is NULL-safe. */
+ CGImageRelease(pict_image);
+ pict_image = NULL;
+
+ /* Try creating the image if we want one */
+ if (new_mode != NULL)
+ {
+ NSString *img_path = [NSString stringWithFormat:@"%s/%s", new_mode->path, new_mode->file];
+ pict_image = create_angband_image(img_path);
+
+ /* If we failed to create the image, set the new desired mode to
+ * NULL */
+ if (! pict_image)
+ new_mode = NULL;
+ }
+
+ /* Record what we did */
+ use_graphics = new_mode ? new_mode->grafID : 0;
+ ANGBAND_GRAF = (new_mode ? new_mode->graf : "ascii");
+ current_graphics_mode = new_mode;
+
+ /* Enable or disable higher picts. Note: this should be done for all
+ * terms. */
+ angbandContext->terminal->higher_pict = !! use_graphics;
+
+ if (pict_image && current_graphics_mode)
+ {
+ /* Compute the row and column count via the image height and width.
+ */
+ pict_rows = (int)(CGImageGetHeight(pict_image) / current_graphics_mode->cell_height);
+ pict_cols = (int)(CGImageGetWidth(pict_image) / current_graphics_mode->cell_width);
+ }
+ else
+ {
+ pict_rows = 0;
+ pict_cols = 0;
+ }
+
+ /* Reset visuals */
+ if (initialized && game_in_progress)
+ {
+ reset_visuals();
+ }
+ }
+
+ [pool drain];
+
+ /* Success */
+ return (0);
+}
+
+
+/**
+ * Draws one tile as a helper function for Term_xtra_cocoa_fresh().
+ */
+static void draw_image_tile(
+ NSGraphicsContext* nsContext,
+ CGContextRef cgContext,
+ CGImageRef image,
+ NSRect srcRect,
+ NSRect dstRect,
+ NSCompositingOperation op)
+{
+ /* Flip the source rect since the source image is flipped */
+ CGAffineTransform flip = CGAffineTransformIdentity;
+ flip = CGAffineTransformTranslate(flip, 0.0, CGImageGetHeight(image));
+ flip = CGAffineTransformScale(flip, 1.0, -1.0);
+ CGRect flippedSourceRect =
+ CGRectApplyAffineTransform(NSRectToCGRect(srcRect), flip);
+
+ /*
+ * When we use high-quality resampling to draw a tile, pixels from outside
+ * the tile may bleed in, causing graphics artifacts. Work around that.
+ */
+ CGImageRef subimage =
+ CGImageCreateWithImageInRect(image, flippedSourceRect);
+ [nsContext setCompositingOperation:op];
+ CGContextDrawImage(cgContext, NSRectToCGRect(dstRect), subimage);
+ CGImageRelease(subimage);
+}
+
+
+/**
+ * This is a helper function for Term_xtra_cocoa_fresh(): look before a block
+ * of text on a row to see if the bounds for rendering and clipping need to be
+ * extended.
+ */
+static void query_before_text(
+ struct PendingRowChange* prc, int iy, int npre, int* pclip, int* prend)
+{
+ int start = *prend;
+ int i = start - 1;
+
+ while (1) {
+ if (i < 0 || i < start - npre) {
+ break;
+ }
+
+ if (prc->cell_changes[i].change_type == CELL_CHANGE_PICT) {
+ /*
+ * The cell has been rendered with a tile. Do not want to modify
+ * its contents so the clipping and rendering region can not be
+ * extended.
+ */
+ break;
+ } else if (prc->cell_changes[i].change_type == CELL_CHANGE_NONE) {
+ /* It has not changed so inquire what it is. */
+ TERM_COLOR a[2];
+ char c[2];
+
+ Term_what(i, iy, a + 1, c + 1);
+ if (use_graphics && (a[1] & 0x80) && (c[1] & 0x80)) {
+ /*
+ * It is an unchanged location rendered with a tile. Do not
+ * want to modify its contents so the clipping and rendering
+ * region can not be extended.
+ */
+ break;
+ }
+ /*
+ * It is unchanged text. A character from the changed region
+ * may have extended into it so render it to clear that.
+ */
+#ifdef JP
+ /* Check to see if it is the second part of a kanji character. */
+ if (i > 0) {
+ Term_what(i - 1, iy, a, c);
+ if (iskanji(c)) {
+ prc->cell_changes[i - 1].c.w =
+ convert_two_byte_eucjp_to_utf16_native(c);
+ prc->cell_changes[i - 1].a = a[0];
+ prc->cell_changes[i - 1].tcol = 1;
+ prc->cell_changes[i].c.w = 0;
+ prc->cell_changes[i].a = a[0];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i - 1;
+ *prend = i - 1;
+ --i;
+ } else {
+ prc->cell_changes[i].c.w = c[1];
+ prc->cell_changes[i].a = a[1];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i;
+ *prend = i;
+ }
+ } else {
+ prc->cell_changes[i].c.w = c[1];
+ prc->cell_changes[i].a = a[1];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i;
+ *prend = i;
+ }
+#else
+ prc->cell_changes[i].c.w = c[1];
+ prc->cell_changes[i].a = a[1];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i;
+ *prend = i;
+#endif
+ --i;
+ } else {
+ /*
+ * The cell has been wiped or had changed text rendered. Do
+ * not need to render. Can extend the clipping rectangle into it.
+ */
+ *pclip = i;
+ --i;
+ }
+ }
+}
+
+
+/**
+ * This is a helper function for Term_xtra_cocoa_fresh(): look after a block
+ * of text on a row to see if the bounds for rendering and clipping need to be
+ * extended.
+ */
+static void query_after_text(
+ struct PendingRowChange* prc,
+ int iy,
+ int ncol,
+ int npost,
+ int* pclip,
+ int* prend)
+{
+ int end = *prend;
+ int i = end + 1;
+
+ while (1) {
+ /*
+ * Be willing to consolidate this block with the one after it. This
+ * logic should be sufficient to avoid redraws of the region between
+ * changed blocks of text if angbandContext->ncol_pre is zero or one.
+ * For larger values of ncol_pre, would need to do something more to
+ * avoid extra redraws.
+ */
+ if (i >= ncol ||
+ (i > end + npost &&
+ prc->cell_changes[i].change_type != CELL_CHANGE_TEXT &&
+ prc->cell_changes[i].change_type != CELL_CHANGE_WIPE)) {
+ break;
+ }
+
+ if (prc->cell_changes[i].change_type == CELL_CHANGE_PICT) {
+ /*
+ * The cell has been rendered with a tile. Do not want to modify
+ * its contents so the clipping and rendering region can not be
+ * extended.
+ */
+ break;
+ } else if (prc->cell_changes[i].change_type == CELL_CHANGE_NONE) {
+ /* It has not changed so inquire what it is. */
+ TERM_COLOR a[2];
+ char c[2];
+
+ Term_what(i, iy, a, c);
+ if (use_graphics && (a[0] & 0x80) && (c[0] & 0x80)) {
+ /*
+ * It is an unchanged location rendered with a tile. Do not
+ * want to modify its contents so the clipping and rendering
+ * region can not be extended.
+ */
+ break;
+ }
+ /*
+ * It is unchanged text. A character from the changed region
+ * may have extended into it so render it to clear that.
+ */
+#ifdef JP
+ /* Check to see if it is the first part of a kanji character. */
+ if (i < ncol - 1) {
+ Term_what(i + 1, iy, a + 1, c + 1);
+ if (iskanji(c)) {
+ prc->cell_changes[i].c.w =
+ convert_two_byte_eucjp_to_utf16_native(c);
+ prc->cell_changes[i].a = a[0];
+ prc->cell_changes[i].tcol = 1;
+ prc->cell_changes[i + 1].c.w = 0;
+ prc->cell_changes[i + 1].a = a[0];
+ prc->cell_changes[i + 1].tcol = 0;
+ *pclip = i + 1;
+ *prend = i + 1;
+ ++i;
+ } else {
+ prc->cell_changes[i].c.w = c[0];
+ prc->cell_changes[i].a = a[0];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i;
+ *prend = i;
+ }
+ } else {
+ prc->cell_changes[i].c.w = c[0];
+ prc->cell_changes[i].a = a[0];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i;
+ *prend = i;
+ }
+#else
+ prc->cell_changes[i].c.w = c[0];
+ prc->cell_changes[i].a = a[0];
+ prc->cell_changes[i].tcol = 0;
+ *pclip = i;
+ *prend = i;
+#endif
+ ++i;
+ } else {
+ /*
+ * Have come to another region of changed text or another region
+ * to wipe. Combine the regions to minimize redraws.
+ */
+ *pclip = i;
+ *prend = i;
+ end = i;
+ ++i;
+ }
+ }
+}
+
+
+/**
+ * Draw the pending changes saved in angbandContext->changes.
+ */
+static void Term_xtra_cocoa_fresh(AngbandContext* angbandContext)
+{
+ int graf_width, graf_height, alphablend;
+
+ if (angbandContext->changes->has_pict) {
+ CGImageAlphaInfo ainfo = CGImageGetAlphaInfo(pict_image);
+
+ graf_width = current_graphics_mode->cell_width;
+ graf_height = current_graphics_mode->cell_height;
+ /*
+ * As of this writing, a value of zero for
+ * current_graphics_mode->alphablend can mean either that the tile set
+ * doesn't have an alpha channel or it does but it only takes on values
+ * of 0 or 255. For main-cocoa.m's purposes, the latter is rendered
+ * using the same procedure as if alphablend was nonzero. The former
+ * is handled differently, but alphablend doesn't distinguish it from
+ * the latter. So ignore alphablend and directly test whether an
+ * alpha channel is present.
+ */
+ alphablend = (ainfo & (kCGImageAlphaPremultipliedFirst |
+ kCGImageAlphaPremultipliedLast)) ? 1 : 0;
+ } else {
+ graf_width = 0;
+ graf_height = 0;
+ alphablend = 0;
+ }
+
+ CGContextRef ctx = [angbandContext lockFocus];
+
+ if (angbandContext->changes->has_text ||
+ angbandContext->changes->has_wipe) {
+ NSFont *selectionFont = [[angbandContext selectionFont] screenFont];
+ [selectionFont set];
+ }
+
+ int iy;
+ for (iy = angbandContext->changes->ymin;
+ iy <= angbandContext->changes->ymax;
+ ++iy) {
+ struct PendingRowChange* prc = angbandContext->changes->rows[iy];
+ int ix;
+
+ /* Skip untouched rows. */
+ if (prc == 0) {
+ continue;
+ }
+
+ ix = prc->xmin;
+ while (1) {
+ int jx;
+
+ if (ix > prc->xmax) {
+ break;
+ }
+
+ switch (prc->cell_changes[ix].change_type) {
+ case CELL_CHANGE_NONE:
+ ++ix;
+ break;
+
+ case CELL_CHANGE_PICT:
+ {
+ /*
+ * Because changes are made to the compositing mode, save
+ * the incoming value.
+ */
+ NSGraphicsContext *nsContext =
+ [NSGraphicsContext currentContext];
+ NSCompositingOperation op = nsContext.compositingOperation;
+
+ jx = ix;
+ while (jx <= prc->xmax &&
+ prc->cell_changes[jx].change_type
+ == CELL_CHANGE_PICT) {
+ NSRect destinationRect =
+ [angbandContext rectInImageForTileAtX:jx Y:iy];
+ NSRect sourceRect, terrainRect;
+
+ sourceRect.origin.x = graf_width *
+ prc->cell_changes[jx].c.c;
+ sourceRect.origin.y = graf_height *
+ prc->cell_changes[jx].a;
+ sourceRect.size.width = graf_width;
+ sourceRect.size.height = graf_height;
+ terrainRect.origin.x = graf_width *
+ prc->cell_changes[jx].tcol;
+ terrainRect.origin.y = graf_height *
+ prc->cell_changes[jx].trow;
+ terrainRect.size.width = graf_width;
+ terrainRect.size.height = graf_height;
+ if (alphablend) {
+ draw_image_tile(
+ nsContext,
+ ctx,
+ pict_image,
+ terrainRect,
+ destinationRect,
+ NSCompositeCopy);
+ /*
+ * Skip drawing the foreground if it is the same
+ * as the background.
+ */
+ if (sourceRect.origin.x != terrainRect.origin.x ||
+ sourceRect.origin.y != terrainRect.origin.y) {
+ draw_image_tile(
+ nsContext,
+ ctx,
+ pict_image,
+ sourceRect,
+ destinationRect,
+ NSCompositeSourceOver);
+ }
+ } else {
+ draw_image_tile(
+ nsContext,
+ ctx,
+ pict_image,
+ sourceRect,
+ destinationRect,
+ NSCompositeCopy);
+ }
+ ++jx;
+ }
+
+ [nsContext setCompositingOperation:op];
+
+ NSRect rect =
+ [angbandContext rectInImageForTileAtX:ix Y:iy];
+ rect.size.width =
+ angbandContext->tileSize.width * (jx - ix);
+ [angbandContext setNeedsDisplayInBaseRect:rect];
+ }
+ ix = jx;
+ break;
+
+ case CELL_CHANGE_WIPE:
+ case CELL_CHANGE_TEXT:
+ /*
+ * For a wiped region, treat it as if it had text (the only
+ * loss if it was not is some extra work rendering
+ * neighboring unchanged text).
+ */
+ jx = ix + 1;
+ while (jx < angbandContext->cols &&
+ (prc->cell_changes[jx].change_type
+ == CELL_CHANGE_TEXT
+ || prc->cell_changes[jx].change_type
+ == CELL_CHANGE_WIPE)) {
+ ++jx;
+ }
+ {
+ int isclip = ix;
+ int ieclip = jx - 1;
+ int isrend = ix;
+ int ierend = jx - 1;
+ int set_color = 1;
+ TERM_COLOR alast = 0;
+ NSRect r;
+ int k;
+
+ query_before_text(
+ prc, iy, angbandContext->ncol_pre, &isclip, &isrend);
+ query_after_text(
+ prc,
+ iy,
+ angbandContext->cols,
+ angbandContext->ncol_post,
+ &ieclip,
+ &ierend
+ );
+ ix = ierend + 1;
+
+ /* Save the state since the clipping will be modified. */
+ CGContextSaveGState(ctx);
+
+ /* Clear the area where rendering will be done. */
+ r = [angbandContext rectInImageForTileAtX:isrend Y:iy];
+ r.size.width = angbandContext->tileSize.width *
+ (ierend - isrend + 1);
+ [[NSColor blackColor] set];
+ NSRectFill(r);
+
+ /*
+ * Clear the current path so it does not affect clipping.
+ * Then set the clipping rectangle. Using
+ * CGContextSetTextDrawingMode() to include clipping does
+ * not appear to be necessary on 10.14 and is actually
+ * detrimental: when displaying more than one character,
+ * only the first is visible.
+ */
+ CGContextBeginPath(ctx);
+ r = [angbandContext rectInImageForTileAtX:isclip Y:iy];
+ r.size.width = angbandContext->tileSize.width *
+ (ieclip - isclip + 1);
+ CGContextClipToRect(ctx, r);
+
+ /* Render. */
+ k = isrend;
+ while (k <= ierend) {
+ NSRect rectToDraw;
+
+ if (prc->cell_changes[k].change_type
+ == CELL_CHANGE_WIPE) {
+ /* Skip over since no rendering is necessary. */
+ ++k;
+ continue;
+ }
+
+ if (set_color || alast != prc->cell_changes[k].a) {
+ set_color = 0;
+ alast = prc->cell_changes[k].a;
+ set_color_for_index(alast % MAX_COLORS);
+ }
+
+ rectToDraw =
+ [angbandContext rectInImageForTileAtX:k Y:iy];
+ if (prc->cell_changes[k].tcol) {
+ rectToDraw.size.width *= 2.0;
+ [angbandContext drawWChar:prc->cell_changes[k].c.w
+ inRect:rectToDraw context:ctx];
+ k += 2;
+ } else {
+ [angbandContext drawWChar:prc->cell_changes[k].c.w
+ inRect:rectToDraw context:ctx];
+ ++k;
+ }
+ }
+
+ /*
+ * Inform the context that the area in the clipping
+ * rectangle needs to be redisplayed.
+ */
+ [angbandContext setNeedsDisplayInBaseRect:r];
+
+ CGContextRestoreGState(ctx);
+ }
+ break;
+ }
+ }
+ }
+
+ if (angbandContext->changes->xcurs >= 0 &&
+ angbandContext->changes->ycurs >= 0) {
+ NSRect rect = [angbandContext
+ rectInImageForTileAtX:angbandContext->changes->xcurs
+ Y:angbandContext->changes->ycurs];
+
+ if (angbandContext->changes->bigcurs) {
+ rect.size.width += angbandContext->tileSize.width;
+ }
+ [[NSColor yellowColor] set];
+ NSFrameRectWithWidth(rect, 1);
+ /* Invalidate that rect */
+ [angbandContext setNeedsDisplayInBaseRect:rect];
+ }
+
+ [angbandContext unlockFocus];
+}
+
+
+/**
+ * Do a "special thing"
+ */
+static errr Term_xtra_cocoa(int n, int v)
+{
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+ AngbandContext* angbandContext = Term->data;
+
+ errr result = 0;
+
+ /* Analyze */
+ switch (n)
+ {
+ /* Make a noise */
+ case TERM_XTRA_NOISE:
+ {
+ NSBeep();
+
+ /* Success */
+ break;
+ }
+
+ /* Make a sound */
+ case TERM_XTRA_SOUND:
+ play_sound(v);
+ break;
+
+ /* Process random events */
+ case TERM_XTRA_BORED:
+ {
+ /* Show or hide cocoa windows based on the subwindow flags set by
+ * the user */
+ AngbandUpdateWindowVisibility();
+
+ /* Process an event */
+ (void)check_events(CHECK_EVENTS_NO_WAIT);
+
+ /* Success */
+ break;
+ }
+
+ /* Process pending events */
+ case TERM_XTRA_EVENT:
+ {
+ /* Process an event */
+ (void)check_events(v);
+
+ /* Success */
+ break;
+ }
+
+ /* Flush all pending events (if any) */
+ case TERM_XTRA_FLUSH:
+ {
+ /* Hack -- flush all events */
+ while (check_events(CHECK_EVENTS_DRAIN)) /* loop */;
+
+ /* Success */
+ break;
+ }
+
+ /* Hack -- Change the "soft level" */
+ case TERM_XTRA_LEVEL:
+ {
+ /* Here we could activate (if requested), but I don't think Angband
+ * should be telling us our window order (the user should decide
+ * that), so do nothing. */
+ break;
+ }
+
+ /* Clear the screen */
+ case TERM_XTRA_CLEAR:
+ {
+ [angbandContext lockFocus];
+ [[NSColor blackColor] set];
+ NSRect imageRect = {NSZeroPoint, [angbandContext imageSize]};
+ NSRectFillUsingOperation(imageRect, NSCompositeCopy);
+ [angbandContext unlockFocus];
+ [angbandContext setNeedsDisplay:YES];
+ /* Success */
+ break;
+ }
+
+ /* React to changes */
+ case TERM_XTRA_REACT:
+ {
+ /* React to changes */
+ return (Term_xtra_cocoa_react());
+ }
+
+ /* Delay (milliseconds) */
+ case TERM_XTRA_DELAY:
+ {
+ /* If needed */
+ if (v > 0)
+ {
+
+ double seconds = v / 1000.;
+ NSDate* date = [NSDate dateWithTimeIntervalSinceNow:seconds];
+ do
+ {
+ NSEvent* event;
+ do
+ {
+ event = [NSApp nextEventMatchingMask:-1 untilDate:date inMode:NSDefaultRunLoopMode dequeue:YES];
+ if (event) send_event(event);
+ } while (event);
+ } while ([date timeIntervalSinceNow] >= 0);
+
+ }
+
+ /* Success */
+ break;
+ }
+
+ case TERM_XTRA_FRESH:
+ /* Draw the pending changes. */
+ if (angbandContext->changes != 0) {
+ Term_xtra_cocoa_fresh(angbandContext);
+ clear_pending_changes(angbandContext->changes);
+ }
+ break;
+
+ default:
+ /* Oops */
+ result = 1;
+ break;
+ }
+
+ [pool drain];
+
+ /* Oops */
+ return result;
+}
+
+static errr Term_curs_cocoa(int x, int y)
+{
+ AngbandContext *angbandContext = Term->data;
+
+ if (angbandContext->changes == 0) {
+ /* Bail out; there was an earlier memory allocation failure. */
+ return 1;
+ }
+ angbandContext->changes->xcurs = x;
+ angbandContext->changes->ycurs = y;
+ angbandContext->changes->bigcurs = 0;
+
+ /* Success */
+ return 0;
+}
+
+/**
+ * Draw a cursor that's two tiles wide. For Japanese, that's used when
+ * the cursor points at a kanji character, irregardless of whether operating
+ * in big tile mode.
+ */
+static errr Term_bigcurs_cocoa(int x, int y)
+{
+ AngbandContext *angbandContext = Term->data;
+
+ if (angbandContext->changes == 0) {
+ /* Bail out; there was an earlier memory allocation failure. */
+ return 1;
+ }
+ angbandContext->changes->xcurs = x;
+ angbandContext->changes->ycurs = y;
+ angbandContext->changes->bigcurs = 1;
+
+ /* Success */
+ return 0;
+}
+
+/**
+ * Low level graphics (Assumes valid input)
+ *
+ * Erase "n" characters starting at (x,y)
+ */
+static errr Term_wipe_cocoa(int x, int y, int n)
+{
+ AngbandContext *angbandContext = Term->data;
+ struct PendingCellChange *pc;
+
+ if (angbandContext->changes == 0) {
+ /* Bail out; there was an earlier memory allocation failure. */
+ return 1;
+ }
+ if (angbandContext->changes->rows[y] == 0) {
+ angbandContext->changes->rows[y] =
+ create_row_change(angbandContext->cols);
+ if (angbandContext->changes->rows[y] == 0) {
+ NSLog(@"failed to allocate changes for row %d", y);
+ return 1;
+ }
+ if (angbandContext->changes->ymin > y) {
+ angbandContext->changes->ymin = y;
+ }
+ if (angbandContext->changes->ymax < y) {
+ angbandContext->changes->ymax = y;
+ }
+ }
+
+ angbandContext->changes->has_wipe = 1;
+ if (angbandContext->changes->rows[y]->xmin > x) {
+ angbandContext->changes->rows[y]->xmin = x;
+ }
+ if (angbandContext->changes->rows[y]->xmax < x + n - 1) {
+ angbandContext->changes->rows[y]->xmax = x + n - 1;
+ }
+ for (pc = angbandContext->changes->rows[y]->cell_changes + x;
+ pc != angbandContext->changes->rows[y]->cell_changes + x + n;
+ ++pc) {
+ pc->change_type = CELL_CHANGE_WIPE;
+ }
+
+ /* Success */
+ return (0);
+}
+
+static errr Term_pict_cocoa(int x, int y, int n, TERM_COLOR *ap,
+ const char *cp, const TERM_COLOR *tap,
+ const char *tcp)
+{
+
+ /* Paranoia: Bail if we don't have a current graphics mode */
+ if (! current_graphics_mode) return -1;
+
+ AngbandContext* angbandContext = Term->data;
+ int any_change = 0;
+ struct PendingCellChange *pc;
+
+ if (angbandContext->changes == 0) {
+ /* Bail out; there was an earlier memory allocation failure. */
+ return 1;
+ }
+ if (angbandContext->changes->rows[y] == 0) {
+ angbandContext->changes->rows[y] =
+ create_row_change(angbandContext->cols);
+ if (angbandContext->changes->rows[y] == 0) {
+ NSLog(@"failed to allocate changes for row %d", y);
+ return 1;
+ }
+ if (angbandContext->changes->ymin > y) {
+ angbandContext->changes->ymin = y;
+ }
+ if (angbandContext->changes->ymax < y) {
+ angbandContext->changes->ymax = y;
+ }
+ }
+
+ if (angbandContext->changes->rows[y]->xmin > x) {
+ angbandContext->changes->rows[y]->xmin = x;
+ }
+ if (angbandContext->changes->rows[y]->xmax < x + n - 1) {
+ angbandContext->changes->rows[y]->xmax = x + n - 1;
+ }
+ for (pc = angbandContext->changes->rows[y]->cell_changes + x;
+ pc != angbandContext->changes->rows[y]->cell_changes + x + n;
+ ++pc) {
+ TERM_COLOR a = *ap++;
+ char c = *cp++;
+ TERM_COLOR ta = *tap++;
+ char tc = *tcp++;
+
+ if (use_graphics && (a & 0x80) && (c & 0x80)) {
+ pc->c.c = ((byte)c & 0x7F) % pict_cols;
+ pc->a = ((byte)a & 0x7F) % pict_rows;
+ pc->tcol = ((byte)tc & 0x7F) % pict_cols;
+ pc->trow = ((byte)ta & 0x7F) % pict_rows;
+ pc->change_type = CELL_CHANGE_PICT;
+ any_change = 1;
+ }
+ }
+ if (any_change) {
+ angbandContext->changes->has_pict = 1;
+ }
+
+ /* Success */
+ return (0);
+}
+
+/**
+ * Low level graphics. Assumes valid input.
+ *
+ * Draw several ("n") chars, with an attr, at a given location.
+ */
+static errr Term_text_cocoa(int x, int y, int n, byte_hack a, concptr cp)
+{
+ AngbandContext* angbandContext = Term->data;
+ struct PendingCellChange *pc;
+
+ if (angbandContext->changes == 0) {
+ /* Bail out; there was an earlier memory allocation failure. */
+ return 1;
+ }
+ if (angbandContext->changes->rows[y] == 0) {
+ angbandContext->changes->rows[y] =
+ create_row_change(angbandContext->cols);
+ if (angbandContext->changes->rows[y] == 0) {
+ NSLog(@"failed to allocate changes for row %d", y);
+ return 1;
+ }
+ if (angbandContext->changes->ymin > y) {
+ angbandContext->changes->ymin = y;
+ }
+ if (angbandContext->changes->ymax < y) {
+ angbandContext->changes->ymax = y;
+ }
+ }
+
+ angbandContext->changes->has_text = 1;
+ if (angbandContext->changes->rows[y]->xmin > x) {
+ angbandContext->changes->rows[y]->xmin = x;
+ }
+ if (angbandContext->changes->rows[y]->xmax < x + n - 1) {
+ angbandContext->changes->rows[y]->xmax = x + n - 1;
+ }
+ pc = angbandContext->changes->rows[y]->cell_changes + x;
+ while (pc != angbandContext->changes->rows[y]->cell_changes + x + n) {
+#ifdef JP
+ if (iskanji(*cp)) {
+ if (pc + 1 ==
+ angbandContext->changes->rows[y]->cell_changes + x + n) {
+ /*
+ * The second byte of the character is past the end. Ignore
+ * the character.
+ */
+ break;
+ } else {
+ pc->c.w = convert_two_byte_eucjp_to_utf16_native(cp);
+ pc->a = a;
+ pc->tcol = 1;
+ pc->change_type = CELL_CHANGE_TEXT;
+ ++pc;
+ /*
+ * Fill in a dummy value since the previous character will take
+ * up two columns.
+ */
+ pc->c.w = 0;
+ pc->a = a;
+ pc->tcol = 0;
+ pc->change_type = CELL_CHANGE_TEXT;
+ ++pc;
+ cp += 2;
+ }
+ } else {
+ pc->c.w = *cp;
+ pc->a = a;
+ pc->tcol = 0;
+ pc->change_type = CELL_CHANGE_TEXT;
+ ++pc;
+ ++cp;
+ }
+#else
+ pc->c.w = *cp;
+ pc->a = a;
+ pc->tcol = 0;
+ pc->change_type = CELL_CHANGE_TEXT;
+ ++pc;
+ ++cp;
+#endif
+ }
+
+ /* Success */
+ return (0);
+}
+
+/**
+ * Post a nonsense event so that our event loop wakes up
+ */
+static void wakeup_event_loop(void)
+{
+ /* Big hack - send a nonsense event to make us update */
+ NSEvent *event = [NSEvent otherEventWithType:NSApplicationDefined location:NSZeroPoint modifierFlags:0 timestamp:0 windowNumber:0 context:NULL subtype:AngbandEventWakeup data1:0 data2:0];
+ [NSApp postEvent:event atStart:NO];
+}
+
+
+/**
+ * Create and initialize window number "i"
+ */
+static term *term_data_link(int i)
+{
+ NSArray *terminalDefaults = [[NSUserDefaults standardUserDefaults] valueForKey: AngbandTerminalsDefaultsKey];
+ NSInteger rows = 24;
+ NSInteger columns = 80;
+
+ if( i < (int)[terminalDefaults count] )
+ {
+ NSDictionary *term = [terminalDefaults objectAtIndex: i];
+ rows = [[term valueForKey: AngbandTerminalRowsDefaultsKey] integerValue];
+ columns = [[term valueForKey: AngbandTerminalColumnsDefaultsKey] integerValue];
+ }
+
+ /* Allocate */
+ term *newterm = ZNEW(term);
+
+ /* Initialize the term */
+ term_init(newterm, columns, rows, 256 /* keypresses, for some reason? */);
+
+ /* Differentiate between BS/^h, Tab/^i, etc. */
+ /* newterm->complex_input = TRUE; */
+
+ /* Use a "software" cursor */
+ newterm->soft_cursor = TRUE;
+
+ /* Disable the per-row flush notifications since they are not used. */
+ newterm->never_frosh = TRUE;
+
+ /* Erase with "white space" */
+ newterm->attr_blank = TERM_WHITE;
+ newterm->char_blank = ' ';
+
+ /* Prepare the init/nuke hooks */
+ newterm->init_hook = Term_init_cocoa;
+ newterm->nuke_hook = Term_nuke_cocoa;
+
+ /* Prepare the function hooks */
+ newterm->xtra_hook = Term_xtra_cocoa;
+ newterm->wipe_hook = Term_wipe_cocoa;
+ newterm->curs_hook = Term_curs_cocoa;
+ newterm->bigcurs_hook = Term_bigcurs_cocoa;
+ newterm->text_hook = Term_text_cocoa;
+ newterm->pict_hook = Term_pict_cocoa;
+ /* newterm->mbcs_hook = Term_mbcs_cocoa; */
+
+ /* Global pointer */
+ angband_term[i] = newterm;
+
+ return newterm;
+}
+
+/**
+ * Load preferences from preferences file for current host+current user+
+ * current application.
+ */
+static void load_prefs()
+{
+ NSUserDefaults *defs = [NSUserDefaults angbandDefaults];
+
+ /* Make some default defaults */
+ NSMutableArray *defaultTerms = [[NSMutableArray alloc] init];
+
+ /* The following default rows/cols were determined experimentally by first
+ * finding the ideal window/font size combinations. But because of awful
+ * temporal coupling in Term_init_cocoa(), it's impossible to set up the
+ * defaults there, so we do it this way. */
+ for( NSUInteger i = 0; i < ANGBAND_TERM_MAX; i++ )
+ {
+ int columns, rows;
+ BOOL visible = YES;
+
+ switch( i )
+ {
+ case 0:
+ columns = 129;
+ rows = 32;
+ break;
+ case 1:
+ columns = 84;
+ rows = 20;
+ break;
+ case 2:
+ columns = 42;
+ rows = 24;
+ break;
+ case 3:
+ columns = 42;
+ rows = 20;
+ break;
+ case 4:
+ columns = 42;
+ rows = 16;
+ break;
+ case 5:
+ columns = 84;
+ rows = 20;
+ break;
+ default:
+ columns = 80;
+ rows = 24;
+ visible = NO;
+ break;
+ }
+
+ NSDictionary *standardTerm = [NSDictionary dictionaryWithObjectsAndKeys:
+ [NSNumber numberWithInt: rows], AngbandTerminalRowsDefaultsKey,
+ [NSNumber numberWithInt: columns], AngbandTerminalColumnsDefaultsKey,
+ [NSNumber numberWithBool: visible], AngbandTerminalVisibleDefaultsKey,
+ nil];
+ [defaultTerms addObject: standardTerm];
+ }
+
+ NSDictionary *defaults = [[NSDictionary alloc] initWithObjectsAndKeys:
+#ifdef JP
+ @"Osaka", @"FontName",
+#else
+ @"Menlo", @"FontName",
+#endif
+ [NSNumber numberWithFloat:13.f], @"FontSize",
+ [NSNumber numberWithInt:60], AngbandFrameRateDefaultsKey,
+ [NSNumber numberWithBool:YES], AngbandSoundDefaultsKey,
+ [NSNumber numberWithInt:GRAPHICS_NONE], AngbandGraphicsDefaultsKey,
+ defaultTerms, AngbandTerminalsDefaultsKey,
+ nil];
+ [defs registerDefaults:defaults];
+ [defaults release];
+ [defaultTerms release];
+
+ /* Preferred graphics mode */
+ graf_mode_req = [defs integerForKey:AngbandGraphicsDefaultsKey];
+
+ /* Use sounds; set the Angband global */
+ use_sound = ([defs boolForKey:AngbandSoundDefaultsKey] == YES) ? TRUE : FALSE;
+
+ /* fps */
+ frames_per_second = [defs integerForKey:AngbandFrameRateDefaultsKey];
+
+ /* Font */
+ default_font = [[NSFont fontWithName:[defs valueForKey:@"FontName-0"] size:[defs floatForKey:@"FontSize-0"]] retain];
+ if (! default_font) default_font = [[NSFont fontWithName:@"Menlo" size:13.] retain];
+}
+
+/**
+ * Arbitary limit on number of possible samples per event
+ */
+#define MAX_SAMPLES 16
+
+/**
+ * Struct representing all data for a set of event samples
+ */
+typedef struct
+{
+ int num; /* Number of available samples for this event */
+ NSSound *sound[MAX_SAMPLES];
+} sound_sample_list;
+
+/**
+ * Array of event sound structs
+ */
+static sound_sample_list samples[MSG_MAX];
+
+
+/**
+ * Load sound effects based on sound.cfg within the xtra/sound directory;
+ * bridge to Cocoa to use NSSound for simple loading and playback, avoiding
+ * I/O latency by cacheing all sounds at the start. Inherits full sound
+ * format support from Quicktime base/plugins.
+ * pelpel favoured a plist-based parser for the future but .cfg support
+ * improves cross-platform compatibility.
+ */
+static void load_sounds(void)
+{
+ char sound_dir[1024];
+ char path[1024];
+ char buffer[2048];
+ FILE *fff;
+
+ /* Build the "sound" path */
+ path_build(sound_dir, sizeof(sound_dir), ANGBAND_DIR_XTRA, "sound");
+
+ /* Find and open the config file */
+ path_build(path, sizeof(path), sound_dir, "sound.cfg");
+ fff = my_fopen(path, "r");
+
+ /* Handle errors */
+ if (!fff)
+ {
+ NSLog(@"The sound configuration file could not be opened.");
+ return;
+ }
+
+ /* Instantiate an autorelease pool for use by NSSound */
+ NSAutoreleasePool *autorelease_pool;
+ autorelease_pool = [[NSAutoreleasePool alloc] init];
+
+ /* Use a dictionary to unique sounds, so we can share NSSounds across
+ * multiple events */
+ NSMutableDictionary *sound_dict = [NSMutableDictionary dictionary];
+
+ /*
+ * This loop may take a while depending on the count and size of samples
+ * to load.
+ */
+
+ /* Parse the file */
+ /* Lines are always of the form "name = sample [sample ...]" */
+ while (my_fgets(fff, buffer, sizeof(buffer)) == 0)
+ {
+ char *msg_name;
+ char *cfg_sample_list;
+ char *search;
+ char *cur_token;
+ char *next_token;
+ int event;
+
+ /* Skip anything not beginning with an alphabetic character */
+ if (!buffer[0] || !isalpha((unsigned char)buffer[0])) continue;
+
+ /* Split the line into two: message name, and the rest */
+ search = strchr(buffer, ' ');
+ cfg_sample_list = strchr(search + 1, ' ');
+ if (!search) continue;
+ if (!cfg_sample_list) continue;
+
+ /* Set the message name, and terminate at first space */
+ msg_name = buffer;
+ search[0] = '\0';
+
+ /* Make sure this is a valid event name */
+ for (event = MSG_MAX - 1; event >= 0; event--)
+ {
+ if (strcmp(msg_name, angband_sound_name[event]) == 0)
+ break;
+ }
+ if (event < 0) continue;
+
+ /* Advance the sample list pointer so it's at the beginning of text */
+ cfg_sample_list++;
+ if (!cfg_sample_list[0]) continue;
+
+ /* Terminate the current token */
+ cur_token = cfg_sample_list;
+ search = strchr(cur_token, ' ');
+ if (search)
+ {
+ search[0] = '\0';
+ next_token = search + 1;
+ }
+ else
+ {
+ next_token = NULL;
+ }
+
+ /*
+ * Now we find all the sample names and add them one by one
+ */
+ while (cur_token)
+ {
+ int num = samples[event].num;
+
+ /* Don't allow too many samples */
+ if (num >= MAX_SAMPLES) break;
+
+ NSString *token_string = [NSString stringWithUTF8String:cur_token];
+ NSSound *sound = [sound_dict objectForKey:token_string];
+
+ if (! sound)
+ {
+ struct stat stb;
+
+ /* We have to load the sound. Build the path to the sample */
+ path_build(path, sizeof(path), sound_dir, cur_token);
+ if (stat(path, &stb) == 0)
+ {
+
+ /* Load the sound into memory */
+ sound = [[[NSSound alloc] initWithContentsOfFile:[NSString stringWithUTF8String:path] byReference:YES] autorelease];
+ if (sound) [sound_dict setObject:sound forKey:token_string];
+ }
+ }
+
+ /* Store it if we loaded it */
+ if (sound)
+ {
+ samples[event].sound[num] = [sound retain];
+
+ /* Imcrement the sample count */
+ samples[event].num++;
+ }
+
+
+ /* Figure out next token */
+ cur_token = next_token;
+ if (next_token)
+ {
+ /* Try to find a space */
+ search = strchr(cur_token, ' ');
+
+ /* If we can find one, terminate, and set new "next" */
+ if (search)
+ {
+ search[0] = '\0';
+ next_token = search + 1;
+ }
+ else
+ {
+ /* Otherwise prevent infinite looping */
+ next_token = NULL;
+ }
+ }
+ }
+ }
+
+ /* Release the autorelease pool */
+ [autorelease_pool release];
+
+ /* Close the file */
+ my_fclose(fff);
+}
+
+/**
+ * Play sound effects asynchronously. Select a sound from any available
+ * for the required event, and bridge to Cocoa to play it.
+ */
+static void play_sound(int event)
+{
+ /* Paranoia */
+ if (event < 0 || event >= MSG_MAX) return;
+
+ /* Load sounds just-in-time (once) */
+ static BOOL loaded = NO;
+ if (!loaded) {
+ loaded = YES;
+ load_sounds();
+ }
+
+ /* Check there are samples for this event */
+ if (!samples[event].num) return;
+
+ /* Instantiate an autorelease pool for use by NSSound */
+ NSAutoreleasePool *autorelease_pool;
+ autorelease_pool = [[NSAutoreleasePool alloc] init];
+
+ /* Choose a random event */
+ int s = randint0(samples[event].num);
+
+ /* Stop the sound if it's currently playing */
+ if ([samples[event].sound[s] isPlaying])
+ [samples[event].sound[s] stop];
+
+ /* Play the sound */
+ [samples[event].sound[s] play];
+
+ /* Release the autorelease pool */
+ [autorelease_pool drain];
+}
+
+/*
+ *
+ */
+static void init_windows(void)
+{
+ /* Create the main window */
+ term *primary = term_data_link(0);
+
+ /* Prepare to create any additional windows */
+ int i;
+ for (i=1; i < ANGBAND_TERM_MAX; i++) {
+ term_data_link(i);
+ }
+
+ /* Activate the primary term */
+ Term_activate(primary);
+}
+
+/**
+ * Handle the "open_when_ready" flag
+ */
+static void handle_open_when_ready(void)
+{
+ /* Check the flag XXX XXX XXX make a function for this */
+ if (open_when_ready && initialized && !game_in_progress)
+ {
+ /* Forget */
+ open_when_ready = FALSE;
+
+ /* Game is in progress */
+ game_in_progress = TRUE;
+
+ /* Wait for a keypress */
+ pause_line(Term->hgt - 1);
+ }
+}
+
+
+/**
+ * Handle quit_when_ready, by Peter Ammon,
+ * slightly modified to check inkey_flag.
+ */
+static void quit_calmly(void)
+{
+ /* Quit immediately if game's not started */
+ if (!game_in_progress || !character_generated) quit(NULL);
+
+ /* Save the game and Quit (if it's safe) */
+ if (inkey_flag)
+ {
+ /* Hack -- Forget messages and term */
+ msg_flag = FALSE;
+ Term->mapped_flag = FALSE;
+
+ /* Save the game */
+ do_cmd_save_game(FALSE);
+ record_current_savefile();
+
+ /* Quit */
+ quit(NULL);
+ }
+
+ /* Wait until inkey_flag is set */
+}
+
+
+
+/**
+ * Returns YES if we contain an AngbandView (and hence should direct our events
+ * to Angband)
+ */
+static BOOL contains_angband_view(NSView *view)
+{
+ if ([view isKindOfClass:[AngbandView class]]) return YES;
+ for (NSView *subview in [view subviews]) {
+ if (contains_angband_view(subview)) return YES;
+ }
+ return NO;
+}
+
+
+/**
+ * Queue mouse presses if they occur in the map section of the main window.
+ */
+static void AngbandHandleEventMouseDown( NSEvent *event )
+{
+#if 0
+ AngbandContext *angbandContext = [[[event window] contentView] angbandContext];
+ AngbandContext *mainAngbandContext = angband_term[0]->data;
+
+ if (mainAngbandContext->primaryWindow && [[event window] windowNumber] == [mainAngbandContext->primaryWindow windowNumber])
+ {
+ int cols, rows, x, y;
+ Term_get_size(&cols, &rows);
+ NSSize tileSize = angbandContext->tileSize;
+ NSSize border = angbandContext->borderSize;
+ NSPoint windowPoint = [event locationInWindow];
+
+ /* Adjust for border; add border height because window origin is at
+ * bottom */
+ windowPoint = NSMakePoint( windowPoint.x - border.width, windowPoint.y + border.height );
+
+ NSPoint p = [[[event window] contentView] convertPoint: windowPoint fromView: nil];
+ x = floor( p.x / tileSize.width );
+ y = floor( p.y / tileSize.height );
+
+ /* Being safe about this, since xcode doesn't seem to like the
+ * bool_hack stuff */
+ BOOL displayingMapInterface = ((int)inkey_flag != 0);
+
+ /* Sidebar plus border == thirteen characters; top row is reserved. */
+ /* Coordinates run from (0,0) to (cols-1, rows-1). */
+ BOOL mouseInMapSection = (x > 13 && x <= cols - 1 && y > 0 && y <= rows - 2);
+
+ /* If we are displaying a menu, allow clicks anywhere; if we are
+ * displaying the main game interface, only allow clicks in the map
+ * section */
+ if (!displayingMapInterface || (displayingMapInterface && mouseInMapSection))
+ {
+ /* [event buttonNumber] will return 0 for left click,
+ * 1 for right click, but this is safer */
+ int button = ([event type] == NSLeftMouseDown) ? 1 : 2;
+
+#ifdef KC_MOD_ALT
+ NSUInteger eventModifiers = [event modifierFlags];
+ byte angbandModifiers = 0;
+ angbandModifiers |= (eventModifiers & NSShiftKeyMask) ? KC_MOD_SHIFT : 0;
+ angbandModifiers |= (eventModifiers & NSControlKeyMask) ? KC_MOD_CONTROL : 0;
+ angbandModifiers |= (eventModifiers & NSAlternateKeyMask) ? KC_MOD_ALT : 0;
+ button |= (angbandModifiers & 0x0F) << 4; /* encode modifiers in the button number (see Term_mousepress()) */
+#endif
+
+ Term_mousepress(x, y, button);
+ }
+ }
+#endif
+ /* Pass click through to permit focus change, resize, etc. */
+ [NSApp sendEvent:event];
+}
+
+
+
+/**
+ * Encodes an NSEvent Angband-style, or forwards it along. Returns YES if the
+ * event was sent to Angband, NO if Cocoa (or nothing) handled it */
+static BOOL send_event(NSEvent *event)
+{
+
+ /* If the receiving window is not an Angband window, then do nothing */
+ if (! contains_angband_view([[event window] contentView]))
+ {
+ [NSApp sendEvent:event];
+ return NO;
+ }
+
+ /* Analyze the event */
+ switch ([event type])
+ {
+ case NSKeyDown:
+ {
+ /* Try performing a key equivalent */
+ if ([[NSApp mainMenu] performKeyEquivalent:event]) break;
+
+ unsigned modifiers = [event modifierFlags];
+
+ /* Send all NSCommandKeyMasks through */
+ if (modifiers & NSCommandKeyMask)
+ {
+ [NSApp sendEvent:event];
+ break;
+ }
+
+ if (! [[event characters] length]) break;
+
+
+ /* Extract some modifiers */
+ int mc = !! (modifiers & NSControlKeyMask);
+ int ms = !! (modifiers & NSShiftKeyMask);
+ int mo = !! (modifiers & NSAlternateKeyMask);
+ int kp = !! (modifiers & NSNumericPadKeyMask);
+
+
+ /* Get the Angband char corresponding to this unichar */
+ unichar c = [[event characters] characterAtIndex:0];
+ char ch;
+ /*
+ * Have anything from the numeric keypad generate a macro
+ * trigger so that shift or control modifiers can be passed.
+ */
+ if (c <= 0x7F && !kp)
+ {
+ ch = (char) c;
+ }
+ else {
+ /*
+ * The rest of Hengband uses Angband 2.7's or so key handling:
+ * so for the rest do something like the encoding that
+ * main-win.c does: send a macro trigger with the Unicode
+ * value encoded into printable ASCII characters.
+ */
+ ch = '\0';
+ }
+
+ /* override special keys */
+ switch([event keyCode]) {
+ case kVK_Return: ch = '\r'; break;
+ case kVK_Escape: ch = 27; break;
+ case kVK_Tab: ch = '\t'; break;
+ case kVK_Delete: ch = '\b'; break;
+ case kVK_ANSI_KeypadEnter: ch = '\r'; kp = TRUE; break;
+ }
+
+ /* Hide the mouse pointer */
+ [NSCursor setHiddenUntilMouseMoves:YES];
+
+ /* Enqueue it */
+ if (ch != '\0')
+ {
+ Term_keypress(ch);
+ }
+ else
+ {
+ /*
+ * Could use the hexsym global but some characters overlap with
+ * those used to indicate modifiers.
+ */
+ const char encoded[16] = {
+ '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b',
+ 'c', 'd', 'e', 'f'
+ };
+
+ /* Begin the macro trigger. */
+ Term_keypress(31);
+
+ /* Send the modifiers. */
+ if (mc) Term_keypress('C');
+ if (ms) Term_keypress('S');
+ if (mo) Term_keypress('O');
+ if (kp) Term_keypress('K');
+
+ do {
+ Term_keypress(encoded[c & 0xF]);
+ c >>= 4;
+ } while (c > 0);
+
+ /* End the macro trigger. */
+ Term_keypress(13);
+ }
+
+ break;
+ }
+
+ case NSLeftMouseDown:
+ case NSRightMouseDown:
+ AngbandHandleEventMouseDown(event);
+ break;
+
+ case NSApplicationDefined:
+ {
+ if ([event subtype] == AngbandEventWakeup)
+ {
+ return YES;
+ }
+ break;
+ }
+
+ default:
+ [NSApp sendEvent:event];
+ return YES;
+ }
+ return YES;
+}
+
+/**
+ * Check for Events, return TRUE if we process any
+ */
+static BOOL check_events(int wait)
+{
+
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+
+ /* Handles the quit_when_ready flag */
+ if (quit_when_ready) quit_calmly();
+
+ NSDate* endDate;
+ if (wait == CHECK_EVENTS_WAIT) endDate = [NSDate distantFuture];
+ else endDate = [NSDate distantPast];
+
+ NSEvent* event;
+ for (;;) {
+ if (quit_when_ready)
+ {
+ /* send escape events until we quit */
+ Term_keypress(0x1B);
+ [pool drain];
+ return false;
+ }
+ else {
+ event = [NSApp nextEventMatchingMask:-1 untilDate:endDate inMode:NSDefaultRunLoopMode dequeue:YES];
+ if (! event)
+ {
+ [pool drain];
+ return FALSE;
+ }
+ if (send_event(event)) break;
+ }
+ }
+
+ [pool drain];
+
+ /* Something happened */
+ return YES;
+
+}
+
+/**
+ * Hook to tell the user something important
+ */
+static void hook_plog(const char * str)
+{
+ if (str)
+ {
+ NSString *msg = NSLocalizedStringWithDefaultValue(
+ @"Warning", AngbandMessageCatalog, [NSBundle mainBundle],
+ @"Warning", @"Alert text for generic warning");
+ NSString *info = [NSString stringWithCString:str
+#ifdef JP
+ encoding:NSJapaneseEUCStringEncoding
+#else
+ encoding:NSMacOSRomanStringEncoding
+#endif
+ ];
+ NSAlert *alert = [[NSAlert alloc] init];
+
+ alert.messageText = msg;
+ alert.informativeText = info;
+ NSModalResponse result = [alert runModal];
+ [alert release];
+ }
+}
+
+
+/**
+ * Hook to tell the user something, and then quit
+ */
+static void hook_quit(const char * str)
+{
+ plog(str);
+ exit(0);
+}
+
+/**
+ * ------------------------------------------------------------------------
+ * Main program
+ * ------------------------------------------------------------------------ */
+
+@interface AngbandAppDelegate : NSObject {
+ IBOutlet NSMenu *terminalsMenu;
+ NSMenu *_graphicsMenu;
+ NSMenu *_commandMenu;
+ NSDictionary *_commandMenuTagMap;
+}
+
+@property (nonatomic, retain) IBOutlet NSMenu *graphicsMenu;
+@property (nonatomic, retain) IBOutlet NSMenu *commandMenu;
+@property (nonatomic, retain) NSDictionary *commandMenuTagMap;
+
+- (IBAction)newGame:sender;
+- (IBAction)openGame:sender;
+
+- (IBAction)editFont:sender;
+- (IBAction)setGraphicsMode:(NSMenuItem *)sender;
+- (IBAction)toggleSound:(NSMenuItem *)sender;
+
+- (IBAction)setRefreshRate:(NSMenuItem *)menuItem;
+- (IBAction)selectWindow: (id)sender;
+
+@end
+
+@implementation AngbandAppDelegate
+
+@synthesize graphicsMenu=_graphicsMenu;
+@synthesize commandMenu=_commandMenu;
+@synthesize commandMenuTagMap=_commandMenuTagMap;
+
+- (IBAction)newGame:sender
+{
+ /* Game is in progress */
+ game_in_progress = TRUE;
+ new_game = TRUE;
+}
+
+- (IBAction)editFont:sender
+{
+ NSFontPanel *panel = [NSFontPanel sharedFontPanel];
+ NSFont *termFont = default_font;
+
+ int i;
+ for (i=0; i < ANGBAND_TERM_MAX; i++) {
+ if ([(id)angband_term[i]->data isMainWindow]) {
+ termFont = [(id)angband_term[i]->data selectionFont];
+ break;
+ }
+ }
+
+ [panel setPanelFont:termFont isMultiple:NO];
+ [panel orderFront:self];
+}
+
+/**
+ * Implent NSObject's changeFont() method to receive a notification about the
+ * changed font. Note that, as of 10.14, changeFont() is deprecated in
+ * NSObject - it will be removed at some point and the application delegate
+ * will have to be declared as implementing the NSFontChanging protocol.
+ */
+- (void)changeFont:(id)sender
+{
+ int mainTerm;
+ for (mainTerm=0; mainTerm < ANGBAND_TERM_MAX; mainTerm++) {
+ if ([(id)angband_term[mainTerm]->data isMainWindow]) {
+ break;
+ }
+ }
+
+ /* Bug #1709: Only change font for angband windows */
+ if (mainTerm == ANGBAND_TERM_MAX) return;
+
+ NSFont *oldFont = default_font;
+ NSFont *newFont = [sender convertFont:oldFont];
+ if (! newFont) return; /*paranoia */
+
+ /* Store as the default font if we changed the first term */
+ if (mainTerm == 0) {
+ [newFont retain];
+ [default_font release];
+ default_font = newFont;
+ }
+
+ /* Record it in the preferences */
+ NSUserDefaults *defs = [NSUserDefaults angbandDefaults];
+ [defs setValue:[newFont fontName]
+ forKey:[NSString stringWithFormat:@"FontName-%d", mainTerm]];
+ [defs setFloat:[newFont pointSize]
+ forKey:[NSString stringWithFormat:@"FontSize-%d", mainTerm]];
+ [defs synchronize];
+
+ NSDisableScreenUpdates();
+
+ /* Update window */
+ AngbandContext *angbandContext = angband_term[mainTerm]->data;
+ [(id)angbandContext setSelectionFont:newFont adjustTerminal: YES];
+
+ NSEnableScreenUpdates();
+
+ if (mainTerm == 0 && game_in_progress) {
+ /* Mimics the logic in setGraphicsMode(). */
+ do_cmd_redraw();
+ wakeup_event_loop();
+ } else {
+ [(id)angbandContext requestRedraw];
+ }
+}
+
+- (IBAction)openGame:sender
+{
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ BOOL selectedSomething = NO;
+ int panelResult;
+
+ /* Get where we think the save files are */
+ NSURL *startingDirectoryURL = [NSURL fileURLWithPath:[NSString stringWithCString:ANGBAND_DIR_SAVE encoding:NSASCIIStringEncoding] isDirectory:YES];
+
+ /* Set up an open panel */
+ NSOpenPanel* panel = [NSOpenPanel openPanel];
+ [panel setCanChooseFiles:YES];
+ [panel setCanChooseDirectories:NO];
+ [panel setResolvesAliases:YES];
+ [panel setAllowsMultipleSelection:NO];
+ [panel setTreatsFilePackagesAsDirectories:YES];
+ [panel setDirectoryURL:startingDirectoryURL];
+
+ /* Run it */
+ panelResult = [panel runModal];
+ if (panelResult == NSOKButton)
+ {
+ NSArray* fileURLs = [panel URLs];
+ if ([fileURLs count] > 0 && [[fileURLs objectAtIndex:0] isFileURL])
+ {
+ NSURL* savefileURL = (NSURL *)[fileURLs objectAtIndex:0];
+ /* The path property doesn't do the right thing except for
+ * URLs with the file scheme. We had getFileSystemRepresentation
+ * here before, but that wasn't introduced until OS X 10.9. */
+ selectedSomething = [[savefileURL path] getCString:savefile
+ maxLength:sizeof savefile encoding:NSMacOSRomanStringEncoding];
+ }
+ }
+
+ if (selectedSomething)
+ {
+ /* Remember this so we can select it by default next time */
+ record_current_savefile();
+
+ /* Game is in progress */
+ game_in_progress = TRUE;
+ new_game = FALSE;
+ }
+
+ [pool drain];
+}
+
+- (IBAction)saveGame:sender
+{
+ /* Hack -- Forget messages */
+ msg_flag = FALSE;
+
+ /* Save the game */
+ do_cmd_save_game(FALSE);
+
+ /* Record the current save file so we can select it by default next time.
+ * It's a little sketchy that this only happens when we save through the
+ * menu; ideally game-triggered saves would trigger it too. */
+ record_current_savefile();
+}
+
+/**
+ * Implement NSObject's validateMenuItem() method to override enabling or
+ * disabling a menu item. Note that, as of 10.14, validateMenuItem() is
+ * deprecated in NSObject - it will be removed at some point and the
+ * application delegate will have to be declared as implementing the
+ * NSMenuItemValidation protocol.
+ */
+- (BOOL)validateMenuItem:(NSMenuItem *)menuItem
+{
+ SEL sel = [menuItem action];
+ NSInteger tag = [menuItem tag];
+
+ if( tag >= AngbandWindowMenuItemTagBase && tag < AngbandWindowMenuItemTagBase + ANGBAND_TERM_MAX )
+ {
+ if( tag == AngbandWindowMenuItemTagBase )
+ {
+ /* The main window should always be available and visible */
+ return YES;
+ }
+ else
+ {
+ /*
+ * Another window is only usable after Term_init_cocoa() has
+ * been called for it. For Angband if window_flag[i] is nonzero
+ * then that has happened for window i. For Hengband, that is
+ * not the case so also test angband_term[i]->data.
+ */
+ NSInteger subwindowNumber = tag - AngbandWindowMenuItemTagBase;
+ return (angband_term[subwindowNumber]->data != 0
+ && window_flag[subwindowNumber] > 0);
+ }
+
+ return NO;
+ }
+
+ if (sel == @selector(newGame:))
+ {
+ return ! game_in_progress;
+ }
+ else if (sel == @selector(editFont:))
+ {
+ return YES;
+ }
+ else if (sel == @selector(openGame:))
+ {
+ return ! game_in_progress;
+ }
+ else if (sel == @selector(setRefreshRate:) && [superitem(menuItem) tag] == 150)
+ {
+ NSInteger fps = [[NSUserDefaults standardUserDefaults] integerForKey:AngbandFrameRateDefaultsKey];
+ [menuItem setState: ([menuItem tag] == fps)];
+ return YES;
+ }
+ else if( sel == @selector(setGraphicsMode:) )
+ {
+ NSInteger requestedGraphicsMode = [[NSUserDefaults standardUserDefaults] integerForKey:AngbandGraphicsDefaultsKey];
+ [menuItem setState: (tag == requestedGraphicsMode)];
+ return YES;
+ }
+ else if( sel == @selector(toggleSound:) )
+ {
+ BOOL is_on = [[NSUserDefaults standardUserDefaults]
+ boolForKey:AngbandSoundDefaultsKey];
+
+ [menuItem setState: ((is_on) ? NSOnState : NSOffState)];
+ return YES;
+ }
+ else if( sel == @selector(sendAngbandCommand:) ||
+ sel == @selector(saveGame:) )
+ {
+ /*
+ * we only want to be able to send commands during an active game
+ * after the birth screens
+ */
+ return !!game_in_progress && character_generated;
+ }
+ else return YES;
+}
+
+
+- (IBAction)setRefreshRate:(NSMenuItem *)menuItem
+{
+ frames_per_second = [menuItem tag];
+ [[NSUserDefaults angbandDefaults] setInteger:frames_per_second forKey:AngbandFrameRateDefaultsKey];
+}
+
+- (IBAction)selectWindow: (id)sender
+{
+ NSInteger subwindowNumber = [(NSMenuItem *)sender tag] - AngbandWindowMenuItemTagBase;
+ AngbandContext *context = angband_term[subwindowNumber]->data;
+ [context->primaryWindow makeKeyAndOrderFront: self];
+ [context saveWindowVisibleToDefaults: YES];
+}
+
+- (void)prepareWindowsMenu
+{
+ /* Get the window menu with default items and add a separator and item for
+ * the main window */
+ NSMenu *windowsMenu = [[NSApplication sharedApplication] windowsMenu];
+ [windowsMenu addItem: [NSMenuItem separatorItem]];
+
+ NSString *title1 = [NSString stringWithCString:angband_term_name[0]
+#ifdef JP
+ encoding:NSJapaneseEUCStringEncoding
+#else
+ encoding:NSMacOSRomanStringEncoding
+#endif
+ ];
+ NSMenuItem *angbandItem = [[NSMenuItem alloc] initWithTitle:title1 action: @selector(selectWindow:) keyEquivalent: @"0"];
+ [angbandItem setTarget: self];
+ [angbandItem setTag: AngbandWindowMenuItemTagBase];
+ [windowsMenu addItem: angbandItem];
+ [angbandItem release];
+
+ /* Add items for the additional term windows */
+ for( NSInteger i = 1; i < ANGBAND_TERM_MAX; i++ )
+ {
+ NSString *title = [NSString stringWithCString:angband_term_name[i]
+#ifdef JP
+ encoding:NSJapaneseEUCStringEncoding
+#else
+ encoding:NSMacOSRomanStringEncoding
+#endif
+ ];
+ NSString *keyEquivalent = [NSString stringWithFormat: @"%ld", (long)i];
+ NSMenuItem *windowItem = [[NSMenuItem alloc] initWithTitle: title action: @selector(selectWindow:) keyEquivalent: keyEquivalent];
+ [windowItem setTarget: self];
+ [windowItem setTag: AngbandWindowMenuItemTagBase + i];
+ [windowsMenu addItem: windowItem];
+ [windowItem release];
+ }
+}
+
+- (IBAction)setGraphicsMode:(NSMenuItem *)sender
+{
+ /* We stashed the graphics mode ID in the menu item's tag */
+ graf_mode_req = [sender tag];
+
+ /* Stash it in UserDefaults */
+ [[NSUserDefaults angbandDefaults] setInteger:graf_mode_req forKey:AngbandGraphicsDefaultsKey];
+ [[NSUserDefaults angbandDefaults] synchronize];
+
+ if (game_in_progress)
+ {
+ /* Hack -- Force redraw */
+ do_cmd_redraw();
+
+ /* Wake up the event loop so it notices the change */
+ wakeup_event_loop();
+ }
+}
+
+- (IBAction) toggleSound: (NSMenuItem *) sender
+{
+ BOOL is_on = (sender.state == NSOnState);
+
+ /* Toggle the state and update the Angband global and preferences. */
+ sender.state = (is_on) ? NSOffState : NSOnState;
+ use_sound = (is_on) ? FALSE : TRUE;
+ [[NSUserDefaults angbandDefaults] setBool:(! is_on)
+ forKey:AngbandSoundDefaultsKey];
+}
+
+/**
+ * Send a command to Angband via a menu item. This places the appropriate key
+ * down events into the queue so that it seems like the user pressed them
+ * (instead of trying to use the term directly).
+ */
+- (void)sendAngbandCommand: (id)sender
+{
+ NSMenuItem *menuItem = (NSMenuItem *)sender;
+ NSString *command = [self.commandMenuTagMap objectForKey: [NSNumber numberWithInteger: [menuItem tag]]];
+ NSInteger windowNumber = [((AngbandContext *)angband_term[0]->data)->primaryWindow windowNumber];
+
+ /* Send a \ to bypass keymaps */
+ NSEvent *escape = [NSEvent keyEventWithType: NSKeyDown
+ location: NSZeroPoint
+ modifierFlags: 0
+ timestamp: 0.0
+ windowNumber: windowNumber
+ context: nil
+ characters: @"\\"
+ charactersIgnoringModifiers: @"\\"
+ isARepeat: NO
+ keyCode: 0];
+ [[NSApplication sharedApplication] postEvent: escape atStart: NO];
+
+ /* Send the actual command (from the original command set) */
+ NSEvent *keyDown = [NSEvent keyEventWithType: NSKeyDown
+ location: NSZeroPoint
+ modifierFlags: 0
+ timestamp: 0.0
+ windowNumber: windowNumber
+ context: nil
+ characters: command
+ charactersIgnoringModifiers: command
+ isARepeat: NO
+ keyCode: 0];
+ [[NSApplication sharedApplication] postEvent: keyDown atStart: NO];
+}
+
+/**
+ * Set up the command menu dynamically, based on CommandMenu.plist.
+ */
+- (void)prepareCommandMenu
+{
+ NSString *commandMenuPath = [[NSBundle mainBundle] pathForResource: @"CommandMenu" ofType: @"plist"];
+ NSArray *commandMenuItems = [[NSArray alloc] initWithContentsOfFile: commandMenuPath];
+ NSMutableDictionary *angbandCommands = [[NSMutableDictionary alloc] init];
+ NSString *tblname = @"CommandMenu";
+ NSInteger tagOffset = 0;
+
+ for( NSDictionary *item in commandMenuItems )
+ {
+ BOOL useShiftModifier = [[item valueForKey: @"ShiftModifier"] boolValue];
+ BOOL useOptionModifier = [[item valueForKey: @"OptionModifier"] boolValue];
+ NSUInteger keyModifiers = NSCommandKeyMask;
+ keyModifiers |= (useShiftModifier) ? NSShiftKeyMask : 0;
+ keyModifiers |= (useOptionModifier) ? NSAlternateKeyMask : 0;
+
+ NSString *lookup = [item valueForKey: @"Title"];
+ NSString *title = NSLocalizedStringWithDefaultValue(
+ lookup, tblname, [NSBundle mainBundle], lookup, @"");
+ NSString *key = [item valueForKey: @"KeyEquivalent"];
+ NSMenuItem *menuItem = [[NSMenuItem alloc] initWithTitle: title action: @selector(sendAngbandCommand:) keyEquivalent: key];
+ [menuItem setTarget: self];
+ [menuItem setKeyEquivalentModifierMask: keyModifiers];
+ [menuItem setTag: AngbandCommandMenuItemTagBase + tagOffset];
+ [self.commandMenu addItem: menuItem];
+ [menuItem release];
+
+ NSString *angbandCommand = [item valueForKey: @"AngbandCommand"];
+ [angbandCommands setObject: angbandCommand forKey: [NSNumber numberWithInteger: [menuItem tag]]];
+ tagOffset++;
+ }
+
+ [commandMenuItems release];
+
+ NSDictionary *safeCommands = [[NSDictionary alloc] initWithDictionary: angbandCommands];
+ self.commandMenuTagMap = safeCommands;
+ [safeCommands release];
+ [angbandCommands release];
+}
+
+- (void)awakeFromNib
+{
+ [super awakeFromNib];
+
+ [self prepareWindowsMenu];
+ [self prepareCommandMenu];
+}
+
+- (void)applicationDidFinishLaunching:sender
+{
+ [AngbandContext beginGame];
+
+ /* Once beginGame finished, the game is over - that's how Angband works,
+ * and we should quit */
+ game_is_finished = TRUE;
+ [NSApp terminate:self];
+}
+
+- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
+{
+ if (p_ptr->playing == FALSE || game_is_finished == TRUE)
+ {
+ return NSTerminateNow;
+ }
+ else if (! inkey_flag)
+ {
+ /* For compatibility with other ports, do not quit in this case */
+ return NSTerminateCancel;
+ }
+ else
+ {
+ /* Stop playing */
+ /* player->upkeep->playing = FALSE; */
+
+ /* Post an escape event so that we can return from our get-key-event
+ * function */
+ wakeup_event_loop();
+ quit_when_ready = true;
+ /* Must return Cancel, not Later, because we need to get out of the
+ * run loop and back to Angband's loop */
+ return NSTerminateCancel;
+ }
+}
+
+/**
+ * Dynamically build the Graphics menu
+ */
+- (void)menuNeedsUpdate:(NSMenu *)menu {
+
+ /* Only the graphics menu is dynamic */
+ if (! [menu isEqual:self.graphicsMenu])
+ return;
+
+ /* If it's non-empty, then we've already built it. Currently graphics modes
+ * won't change once created; if they ever can we can remove this check.
+ * Note that the check mark does change, but that's handled in
+ * validateMenuItem: instead of menuNeedsUpdate: */
+ if ([menu numberOfItems] > 0)
+ return;
+
+ /* This is the action for all these menu items */
+ SEL action = @selector(setGraphicsMode:);
+
+ /* Add an initial Classic ASCII menu item */
+ NSString *tblname = @"GraphicsMenu";
+ NSString *key = @"Classic ASCII";
+ NSString *title = NSLocalizedStringWithDefaultValue(
+ key, tblname, [NSBundle mainBundle], key, @"");
+ NSMenuItem *classicItem = [menu addItemWithTitle:title action:action keyEquivalent:@""];
+ [classicItem setTag:GRAPHICS_NONE];
+
+ /* Walk through the list of graphics modes */
+ if (graphics_modes) {
+ NSInteger i;
+
+ for (i=0; graphics_modes[i].pNext; i++)
+ {
+ const graphics_mode *graf = &graphics_modes[i];
+
+ if (graf->grafID == GRAPHICS_NONE) {
+ continue;
+ }
+ /* Make the title. NSMenuItem throws on a nil title, so ensure it's
+ * not nil. */
+ key = [[NSString alloc] initWithUTF8String:graf->menuname];
+ title = NSLocalizedStringWithDefaultValue(
+ key, tblname, [NSBundle mainBundle], key, @"");
+
+ /* Make the item */
+ NSMenuItem *item = [menu addItemWithTitle:title action:action keyEquivalent:@""];
+ [key release];
+ [item setTag:graf->grafID];
+ }
+ }
+}
+
+/**
+ * Delegate method that gets called if we're asked to open a file.
+ */
+- (BOOL)application:(NSApplication *)sender openFiles:(NSArray *)filenames
+{
+ /* Can't open a file once we've started */
+ if (game_in_progress) return NO;
+
+ /* We can only open one file. Use the last one. */
+ NSString *file = [filenames lastObject];
+ if (! file) return NO;
+
+ /* Put it in savefile */
+ if (! [file getFileSystemRepresentation:savefile maxLength:sizeof savefile])
+ return NO;
+
+ game_in_progress = TRUE;
+ new_game = FALSE;
+
+ /* Wake us up in case this arrives while we're sitting at the Welcome
+ * screen! */
+ wakeup_event_loop();
+
+ return YES;
+}
+
+@end
+
+int main(int argc, char* argv[])
+{
+ NSApplicationMain(argc, (void*)argv);
+ return (0);
+}
+
+#endif /* MACINTOSH || MACH_O_COCOA */